content
stringlengths
5
1.05M
----------------------------------- -- Area: Xarcabard -- NPC: Beastmen_s_Banner -- !pos 153.000 -36.444 23.500 112 ----------------------------------- local ID = require("scripts/zones/Xarcabard/IDs") ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) player:messageSpecial(ID.text.BEASTMEN_BANNER) end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) end
local json = json local pairs = pairs local const = require("const") GameRecorder = class("GameRecorder") GameRecorder.__index = GameRecorder function GameRecorder:ctor() self.recordPath = const.RECORD_PATH self.isNewPlayer = true self.record = {} end function GameRecorder:create() local recorder = GameRecorder.new() recorder:init() return recorder end function GameRecorder:getStageInfo() return self.record.stageInfo end function GameRecorder:getStageState(stageId) local stageState = self:getStageInfo().stageState local state = stageState[stageId] return state end function GameRecorder:updateStageState(stageId, stageState) local stageInfo = self:getStageInfo() stageInfo.curStageId = stageId if stageId > stageInfo.maxStageId then stageInfo.maxStageId = stageId end stageInfo.stageState[stageId] = stageState end function GameRecorder:getHeroInfo() return self.record.heroInfo end function GameRecorder:updateHeroInfo(info) local heroInfo = self:getHeroInfo() for k, v in pairs(info) do heroInfo[k] = v end end function GameRecorder:getPlayerInfo() return self.record.playerInfo end function GameRecorder:updatePlayerInfo(info) local playerInfo = self:getPlayerInfo() for k, v in pairs(info) do playerInfo[k] = v end end function GameRecorder:init() self:initWithRecord() end function GameRecorder:initWithRecord() local jsonStr = self:loadRecord() self.record = json.decode(jsonStr) end function GameRecorder:initWithDefaultRecord() local jsonStr = self:loadDefaultRecord() self.record = json.decode(jsonStr) end function GameRecorder:loadDefaultRecord( ) self.isNewPlayer = true local file = io.open(const.DEFAULT_RECORD) local jsonStr = nil if file == nil then error("cannot read data through " .. const.DEFAULT_RECORD) else jsonStr = file:read('*a') file:close() end assert(jsonStr ~= nil and jsonStr ~= '') return jsonStr end function GameRecorder:loadRecord() local file = io.open(self.recordPath, 'r') local jsonStr = nil if file == nil then return self:loadDefaultRecord() else self.isNewPlayer = false jsonStr = file:read('*a') file:close() assert(jsonStr ~= nil and jsonStr ~= '') return jsonStr end end function GameRecorder:saveRecord() local file = io.open(self.recordPath, 'w') if file == nil then os.execute("mkdir " .. const.RECORD_DIR) file = io.open(const.RECORD_PATH, 'w') if file == nil then error("cannot create record file " .. const.RECORD_PATH) end end local jsonStr = json.encode(self.record) file:write(jsonStr) file:flush() file:close() end
function Square(Number) return Number * Number end function LuaPrint(Text) print("LUA", Text); end function HelloLua(fromC) if not fromC then LuaPrint("Hello, from Lua!") else LuaPrint("Hello, from C++!") end end local Success = FileW("Text.txt", "New Files Contents") if Success then LuaPrint("Successfully wrote to 'Text.txt'!"); local RSuccess, Contents = FileR("Text.txt"); if RSuccess then LuaPrint("Successfully read 'Text.txt'!"); print(Contents); end else LuaPrint("Failed to open 'Text.txt'!"); end HelloLua(false)
fx_version 'cerulean' game 'gta5' name 'DanFrmSpace Weapons Truck Robbery' description 'Robbery script for the weapons truck in GTA V' author 'DanFrmSpace' url 'https://github.com/d0p3t/fivem-ts-boilerplate' client_script { 'dist/client/*.client.js', 'config.ts' } server_script 'dist/server/*.server.js'
local skynet = require "skynet" local netpack = require "skynet.netpack" local socket = require "skynet.socket" local client_fd = ... client_fd = tonumber(client_fd) skynet.register_protocol { name = "client", id = skynet.PTYPE_CLIENT, unpack = netpack.tostring } local function task(msg) skynet.error("recv from fd", client_fd, msg) socket.write(client_fd, netpack.pack(string.upper(msg))) end skynet.start(function() skynet.dispatch("client", function(_, _, msg) task(msg) end) skynet.dispatch("lua", function(_, _, cmd) if cmd == "quit" then skynet.error(client_fd, "agent quit") skynet.exit() end end) end)
--[[ / Bulk Fade / About: This module was created to make bulk tweening much easier. Bulk tweening is when you tween all the elements together for a better transition. Version: - 1.3 - 11/12/2021 Author(s): kingerman88 ]] -- / Types / -- type ArrayList<T> = {[number]:T}; type IndexArray<I,V> = {[I]:V}; -- / Services / -- local TweenService = game:GetService("TweenService"); -- / Variables / -- local DefaultTweenConfiguration = TweenInfo.new(1, Enum.EasingStyle.Cubic) -- Class Definitions local ImageElements = { ["ImageButton"] = true, ["ImageLabel"] = true, } local TextElements = { ["TextLabel"] = true, ["TextButton"] = true, ["TextBox"] = true, } -- / Functions / -- local function getAttributesAtValue(element, val) local temp = element:GetAttributes(); for i in pairs(temp) do temp[i] = val end return temp; end local function addElement(self, element:Instance, tweenConfig:TweenInfo|nil) -- Specialized UI stroke elements if element:IsA("UIStroke") then element:SetAttribute("Transparency", element.Transparency); table.insert(self.UiElements, element); self.AppearTweens[element] = TweenService:Create(element, tweenConfig or DefaultTweenConfiguration, element:GetAttributes()); self.DisappearTweens[element] = TweenService:Create(element, tweenConfig or DefaultTweenConfiguration, {Transparency = 1}); return; elseif not element:IsA("GuiObject") then return; end element:SetAttribute("BackgroundTransparency", element.BackgroundTransparency); if ImageElements[element.ClassName] then element:SetAttribute("ImageTransparency", element.ImageTransparency); elseif TextElements[element.ClassName] then element:SetAttribute("TextTransparency", element.TextTransparency); end table.insert(self.UiElements, element); self.AppearTweens[element] = TweenService:Create(element, tweenConfig or DefaultTweenConfiguration, element:GetAttributes()); self.DisappearTweens[element] = TweenService:Create(element, tweenConfig or DefaultTweenConfiguration, getAttributesAtValue(element, 1)); end local function removeElement(self, element) table.remove(self.UiElements, element); self.AppearTweens[element] = nil; self.DisappearTweens[element] = nil; end -- / BulkFade.lua / -- local BulkFade = {} BulkFade.__index = BulkFade; -- Creates a new tween group -- @param elements:ArrayList<Instance> - An arraylist of instances (not nessesarily UI objects) -- @param tweenConfig:TweenInfo:optional - a custom tweenInfo that will override the default tweenInfoConfig -- @return BulkFadeGroup function BulkFade.CreateGroup(elements:ArrayList<Instance>, tweenConfig:TweenInfo) local self = {}; self.Faded = false; self.UiElements = {}; self.AppearTweens = {}; self.DisappearTweens = {}; for _, element in ipairs(elements) do addElement(self, element, tweenConfig); end return setmetatable(self, BulkFade); end -- Calls all the tweens (in) function BulkFade:FadeIn() self.Faded = true; for element, tween in pairs(self.AppearTweens) do tween:Play(); end end -- Calls all the tweens (out) function BulkFade:FadeOut() self.Faded = false; for element, tween in pairs(self.DisappearTweens) do tween:Play(); end end function BulkFade:Fade() if self.Faded then self:FadeOut(); else self:FadeIn(); end end BulkFade.TweenIn = BulkFade.FadeIn; BulkFade.TweenOut = BulkFade.FadeOut; -- Simply returns all the elements in the tweengroup -- @return ArrayList<GuiObject> - A table of UI elements function BulkFade:GetElements() return self.UiElements; end return BulkFade
-- lua-logo.lua sqrt=math.sqrt PI=math.pi RESOLUTION=512 p:begin_page(RESOLUTION, RESOLUTION) p:translate(RESOLUTION/2, RESOLUTION/2) p:scale(RESOLUTION/2/sqrt(2), RESOLUTION/2/sqrt(2)) -- planet p:setcolor("fill", "rgb", 0, 0, 0.5) p:circle(0, 0, 1) p:fill() -- hole r=1-sqrt(2)/2 p:setcolor("fill", "rgb", 1, 1, 1) p:circle(1-2*r, 1-2*r, r) p:fill() -- moon p:setcolor("fill", "rgb", 0, 0, 0.5) p:circle(1, 1, r) p:fill() -- logo font = p:load_font("Helvetica", "host") p:setfont(font, 0.9) x=p:stringwidth("Lua", font, 0.9) p:setcolor("both", "rgb", 1, 1, 1, 0) p:show_xy("Lua", -x/2, -0.5) -- orbit p:setlinewidth(0.03) x=(1+r)*(PI/180*5) p:setdash(x,x) p:setcolor("stroke", "gray", 0.5) p:arcn(0, 0, 1+r, 32, 57) p:stroke() p:end_page()
local ffi = require("ffi") local ffi_util = require("common.ffi_util") do --- ffi-parse-cdef ffi_util.checkfail({ "int", "int aa1; int aa2 ", "static int x;", "static const long long x = 1;", -- NYI "static const double x = 1;", -- NYI "static const bool x = 1;", -- NYI (intentional, need true/false) "struct { static int x = 1; };", ";;static int y" }, ffi.cdef) ffi.cdef[[ static const int K_42a = 42; static const char K_42b = 42+256; static const short K_M1a = 65535; static const unsigned short K_65535a = 65535; static const int K_1b = 0xffffffff >> 31; static const int K_1c = 0xffffffffu >> 31; static const int K_M1b = (int)0xffffffff >> 31; ]] ffi_util.checktypes{ 42, 1, "char[K_42a]", 42, 1, "char[K_42b]", 1, 1, "char[-K_M1a]", 65535, 1, "char[K_65535a]", 1, 1, "char[K_1b]", 1, 1, "char[K_1c]", 1, 1, "char[-K_M1b]", } ffi.cdef[[ struct str1 { enum { K_99 = 99 }; static const int K_55 = 55; } extk; ]] ffi_util.checktypes{ 99, 1, "char[K_99]", 99, 1, "char[extk.K_99]", 99, 1, "char[((struct str1)0).K_99]", 99, 1, "char[((struct str1 *)0)->K_99]", 55, 1, "char[extk.K_55]", } ffi_util.checkfail{ "char[K_55]", } ffi.cdef[[ extern int func1(void); extern int func2(); static int func3(); static inline int func4(int n) { int i, k = 0; float x = 1.0f; for (i = 0; i < n; i++) { k += i; } return k; } ;;; ]] ffi.cdef[[ int ext1; extern int ext2; ]] end
-- WirePlumber -- -- This file contains the API that is made available to the Lua scripts -- -- Copyright © 2020 Collabora Ltd. -- @author George Kiagiadakis <george.kiagiadakis@collabora.com> -- -- SPDX-License-Identifier: MIT local function Constraint (spec) assert (type(spec[1]) == "string", "Constraint: expected subject as string"); assert (type(spec[2]) == "string", "Constraint: expected verb as string"); local subject = spec[1] local verb = spec[2] local verbs = { ["="] = "equals", ["!"] = "not-equals", ["c"] = "in-list", ["~"] = "in-range", ["#"] = "matches", ["+"] = "is-present", ["-"] = "is-absent" } -- check and convert verb to its short version local verb_is_valid = false for k, v in pairs(verbs) do if verb == k or verb == v then verb = k spec[2] = k verb_is_valid = true break end end assert (verb_is_valid, "Constraint: invalid verb '" .. verb .. "'") -- check and convert type to its integer value local type = spec["type"] if type then local valid_types = { "pw-global", "pw", "gobject" } local type_is_valid = false for i, v in ipairs(valid_types) do if type == v then spec["type"] = i type_is_valid = true break end end assert(type_is_valid, "Constraint: invalid subject type '" .. type .. "'") end -- check if we got the right amount of values if verb == "=" or verb == "!" or verb == "#" then assert (spec[3] ~= nil, "Constraint: " .. verbs[verb] .. ": expected constraint value") elseif verb == "c" then assert (spec[3] ~= nil, "Constraint: " .. verbs[verb] .. ": expected at least one constraint value") elseif verb == "~" then assert (spec[3] ~= nil and spec[4] ~= nil, "Constraint: " .. verbs[verb] .. ": expected two values") else assert (spec[3] == nil, "Constraint: " .. verbs[verb] .. ": expected no value, but there is one") end return debug.setmetatable(spec, { __name = "Constraint" }) end local function dump_table(t, indent) local indent_str = "" indent = indent or 1 for i = 1, indent, 1 do indent_str = indent_str .. "\t" end local kvpairs = {} for k, v in pairs(t) do table.insert(kvpairs, { k, v }) end table.sort(kvpairs, function (lhs, rhs) local left_key, right_key = lhs[1], rhs[1] -- If the types are different, we sort by the type -- in alphabetical order. This means that numbers -- come before before strings, etc if type(left_key) ~= type(right_key) then return type(left_key) < type(right_key) end local key_type = type(left_key) -- Only numbers and strings have a well-defined order -- that's guaranteed to fulfill the requirements of -- table.sort (strict weak order) if key_type == "number" or key_type == "string" then return left_key < right_key end -- At this point, we have no good way to order the objects. -- We can't just do `left_key < right_key`, because this may fail -- if there's no `__lt` metamethod, and even if there is one, -- it might not be a strict weak order. (The Lua reference does -- not say what happens if the order is not strict weak, so it's -- undefined behaviour) -- That said, it's always mathematically "permitted" to return `false`, -- in which case, since both x < y and y < x are false, the elements -- are considered "equivalent" and may appear in any order in relation -- to each other. The elements are still sorted in relation to the -- *other* keys. return false -- To be a strict weak order, if x and y are equivalent, and y and z -- are equivalent, then x and z must be equivalent too. Otherwise the -- ordering is only a strict *partial* order. -- Note that the Lua 5.3 reference states that the order merely has to -- be a strict *partial* order, but since all weak orders are partial -- orders, this is not a problem. end) for _, pair in ipairs(kvpairs) do local k, v = table.unpack(pair) if (type(v) == "table") then print (indent_str .. tostring(k) .. ": ") dump_table(v, indent + 1) else print (indent_str .. tostring(k) .. ": " .. tostring(v)) end end end local Debug = { dump_table = dump_table, } local Id = { INVALID = 0xffffffff, ANY = 0xffffffff, } local Features = { PipewireObject = { MINIMAL = 0x11, }, ALL = 0xffffffff, } local Feature = { Proxy = { BOUND = 1, }, PipewireObject = { INFO = (1 << 4), PARAM_PROPS = (1 << 5), PARAM_FORMAT = (1 << 6), PARAM_PROFILE = (1 << 7), PARAM_PORT_CONFIG = (1 << 8), PARAM_ROUTE = (1 << 9), }, SpaDevice = { ENABLED = (1 << 16), }, Node = { PORTS = (1 << 16), }, Session = { ENDPOINTS = (1 << 16), LINKS = (1 << 17), }, Endpoint = { STREAMS = (1 << 16), }, Metadata = { DATA = (1 << 16), }, SessionItem = { ACTIVE = (1 << 0), EXPORTED = (1 << 1), }, } SANDBOX_EXPORT = { Debug = Debug, Id = Id, Features = Features, Feature = Feature, GLib = GLib, Log = WpLog, Core = WpCore, Plugin = WpPlugin, ObjectManager = WpObjectManager_new, Interest = WpObjectInterest_new, SessionItem = WpSessionItem_new, Constraint = Constraint, Device = WpDevice_new, SpaDevice = WpSpaDevice_new, Node = WpNode_new, LocalNode = WpImplNode_new, Link = WpLink_new, Pod = WpSpaPod, State = WpState_new, LocalModule = WpImplModule_new, }
HeroName[13] = "阿尔托莉亚" HeroMain[13] = "力量" HeroType[13] = |Ewrd| RDHeroType[13] = |h017| IllHeroType[13] = |E038| HeroTypePic[13] = "ReplaceableTextures\\CommandButtons\\BTNSaber.blp" HeroSize[13] = 1.2 HeroReadySound[13] = "sound\\H013_Ready.mp3" LearnSkillId = {|A1A1|, |A1A2|, |A1A3|, |A1A4|} --解放真名 InitSkill{ name = "解放真名", type = {"开关"}, ani = "stand", art = {"BTNJFZM.blp", "BTNJFZM.blp", "BTNFWJJ.blp"}, --左边是学习,右边是普通.不填右边视为左边 mana = 75, area = 600, tip = "\ |cffff00cc主动:|r解放石中剑的真名,使你可以使用更加强大的技能,但是失去该技能的被动效果.如果你在风王结界状态下维持了至少%s秒的时间,你将对周围的单位造成伤害并|cffffcc00减速|r.\ |cffff00cc被动:|r风暴隐藏了你的武器,使你更加容易的击中敌人的要害,获得暴击率的提升.\ \ |cff00ffcc技能|r: 无目标\ |cff00ffcc伤害|r: 法术\n\ |cffffcc00造成伤害|r: %s(|cff1111ff+%d|r)\ |cffffcc00降低攻速|r: %s%%\ |cffffcc00降低移速|r: %s%%\ |cffffcc00减速持续|r: %s\ |cffffcc00暴击率|r: %s\n\ |cff888888风王结界爆发延迟1.5秒\n减速效果可以驱散\n2种技能共享冷却时间", untip = "\ 重新使用风王结界隐藏你的武器,使你获得被动的暴击率提升,但是将不能使用强大的技能.", undata = {}, researchtip = "风王结界爆发时将单位卷至你面前", data = { {12, 11, 10, 9}, --积攒时间1 {80, 160, 240, 320}, --爆发伤害2 function(ap) --爆发伤害加成3 return ap * 1.2 end, {30, 50, 70, 90}, --降低攻速4 {20, 25, 30, 35}, --降低移速5 {2, 3, 4, 5}, --持续时间6 {5, 10, 15, 20} --暴击率7 }, events = {"获得技能", "升级技能", "发动技能", "关闭技能", "失去技能"}, code = function(this) if this.event == "获得技能" then this._crit = this:get(7) Crit(this.unit, this._crit) local state = 0 this._pasfunc = function() state = 1 this.tipname = nil DestroyEffect(this._effect) this._effect = AddSpecialEffectTarget("Abilities\\Spells\\Other\\Tornado\\Tornado_Target.mdl", this.unit, "hand right") local timer = Wait(this:get(1), function() state = 2 DestroyEffect(this._effect) this._effect = AddSpecialEffectTarget("CycloneShield.mdx", this.unit, "hand right") end ) this._pasflush = function() DestroyTimer(timer) DestroyEffect(this._effect) this._effect = nil return state end end this._pasfunc() elseif this.event == "升级技能" then local up = this:get(7) - this._crit this._crit = this:get(7) if not this.openflag then Crit(this.unit, up) end elseif this.event == "发动技能" then local state = this._pasflush() this.tipname = "风王结界" this._effect = AddSpecialEffectTarget("war3mapImported\\shizhongjian.mdx", this.unit, "hand right") Crit(this.unit, - this._crit) if state == 2 then --风王结界爆发 StartSound("sound\\H013_Q1.mp3", this.player) local modle = CreateModle("CycloneShield.mdx", this.unit, {z = 50, time = 2, size = 3}) local d = this:get(2) + this:get(3) local as, ms = this:get(4), this:get(5) local t = this:get(6) local timer = Loop(0.1, function() SetUnitXY(modle, this.unit) end ) Wait(1.5, function() DestroyTimer(timer) local loc if this.research then loc = MovePoint(this.unit, {150, GetUnitFacing(this.unit)}) end forRange(this.unit, this:get("area"), function(u) if EnemyFilter(this.player, u) then SkillEffect{ from = this.unit, to = u, name = this.name, data = this, aoe = true, code = function(data) if loc then Mover{ unit = data.to, speed = 1000, angle = GetBetween(data.to, loc, true), distance = GetBetween(data.to, loc) } end SlowUnit{ from = data.from, to = data.to, attack = as, move = ms, time = t, aoe = true, effect = "Abilities\\Spells\\Other\\Tornado\\Tornado_Target.mdl", } Damage(data.from, data.to, d, false, true, {aoe = true, damageReason = this.name}) end } end end ) end ) end elseif this.event == "关闭技能" then this._pasfunc() Crit(this.unit, this._crit) elseif this.event == "失去技能" then DestroyEffect(this._effect) Crit(this.unit, - this._crit or 0) end end } --魔力放出/远离尘世的理想乡 InitSkill{ name = "魔力放出", tipname = "魔力放出", _tipname = "远离尘世的理想乡", type = {"主动"}, ani = "morph", _ani = "spell four", art = {"BTNMLFC.blp"}, --左边是学习,右边是普通.不填右边视为左边 _art = {"BTNLXX.blp"}, cast = 0.1, mana = {120, 130, 140, 150}, _mana = {150, 160, 170, 180}, cool = 15, _cool = 30, dur = 10, _dur = {4.5, 5, 5.5, 6}, tip = "\ 放射出魔法构建铠甲,吸收受到的伤害.当铠甲存在时,你的攻击附带额外的法术伤害,数值正比于你的铠甲的剩余能量.\n\ |cff00ffcc技能|r: 无目标\n|cff00ffcc伤害|r: 法术\n\ |cffffcc00铠甲能量|r: %s(|cff1111ff+%d|r)\ |cffffcc00额外伤害|r: %s%%", researchtip = "魔力放出:额外伤害会恢复你同等的生命值与法力值\n远离尘世的理想乡:激活时你溢出的生命值会增加生命值上限,持续直到下一次使用远离尘世的理想乡", data = { {150, 300, 450, 600}, --铠甲能量1 function(ap) return ap * 2.5 end, {9, 11, 13, 15} --伤害系数3 }, _tip = "\ 获得极高的护甲,抗性与生命恢复速度.持续期间内你处于|cffffcc00霸体|r状态.\n\ |cff00ffcc技能|r: 无目标\n\ |cffffcc00护甲|r: %s\ |cffffcc00抗性|r: %s\ |cffffcc00生命恢复|r: %s(|cff1111ff+%d|r)\n\ |cff888888霸体状态下免疫晕眩,变羊,吹风等令你无法控制的负面效果", _data = { {100, 200, 300, 400}, --护甲1 {75, 150, 225, 300}, --魔抗2 {30, 50, 70, 90}, --生命恢复3 function(ap) return ap * 0.5 end }, events = {"获得技能", "发动技能", "失去技能"}, code = function(this) if this.event == "发动技能" then if this.tipname == "魔力放出" then if this.flush1 then TimerRestart(this._timer1) return end local effect = AddSpecialEffectTarget("war3mapImported\\BigBlueOrbShield.mdx", this.unit, "chest") local hp = this:get(1) + this:get(2) local s = this:get(3) / 100 local func1 = Event("伤害减免", function(damage) if damage.to == this.unit then local d = math.min(damage.damage, hp) hp = hp - d damage.damage = damage.damage - d if d == 0 then this.flush1() end end end ) local func2 = Event("伤害效果", function(damage) if damage.attack and damage.from == this.unit then local damage = Damage(damage.from, damage.to, hp * s, false, true, {damageReason = this.name}) if damage.damage > 0 and this.research then Heal(this.unit, this.unit, damage.damage) SetUnitState(this.unit, UNIT_STATE_MANA, damage.damage + GetUnitState(this.unit, UNIT_STATE_MANA)) end end end ) this._timer1 = Wait(this:get("dur"), function() if this.flush1 then this.flush1() end end ) this.flush1 = function() Event("-伤害减免", func1) Event("-伤害效果", func2) DestroyEffect(effect) this.flush1 = nil end elseif this.tipname == "远离尘世的理想乡" then StartSound("sound\\H013_W2.mp3", this.player) if this.flush2 then TimerRestart(this._timer2) return end local effect = AddSpecialEffectTarget("war3mapImported\\BigYellowOrbShield.mdx", this.unit, "chest") local def, ant = this:get(1), this:get(2) local hp = this:get(3) + this:get(4) Def(this.unit, def) Ant(this.unit, ant) Recover(this.unit, hp) this._timer2 = Wait(this:get("dur"), function() if this.flush2 then this.flush2() end end ) local func1 = Event("无法控制", function(data) if data.to == this.unit then return true end end ) if this._hp > 0 then MaxLife(this.unit, - this._hp) this._hp = 0 end local func2 if this.research then func2 = Reload("SetUnitState", function(u, state, v) if u == this.unit and state == UNIT_STATE_LIFE then local hp = v local mhp = GetUnitState(u, UNIT_STATE_MAX_LIFE) local fhp = hp - mhp if fhp > 0 then fhp = math.ceil(fhp) this._hp = this._hp + fhp MaxLife(u, fhp) end end SetUnitState(u, state, v) end ) end this.flush2 = function() DestroyEffect(effect) Def(this.unit, - def) Ant(this.unit, - ant) Recover(this.unit, - hp) Event("-无法控制", func1) if func2 then Reload("-SetUnitState", func2) func2 = nil end this.flush2 = nil end --仅在失去技能时运行 this.flush3 = function() if this._hp > 0 then MaxLife(this.unit, - this._hp) this._hp = 0 end if func2 then Reload("-SetUnitState", func2) func2 = nil end end end elseif this.event == "获得技能" then local func1 = Event("英雄技能回调", function(data) local that = data.skill if that.unit == this.unit and that.name == "解放真名" and (that.event == "发动技能" or that.event == "关闭技能") then this._change() end end ) this._change = function() this.tipname, this._tipname = this._tipname, this.tipname this.art, this._art = this._art, this.art this.ani, this._ani = this._ani, this.ani this.mana, this._mana = this._mana, this.mana this.cool, this._cool = this._cool, this.cool this.dur, this._dur = this._dur, this.dur this.tip, this._tip = this._tip, this.tip this.data, this._data = this._data, this.data SetSkillTip(this.unit, this.id) SetLearnSkillTip(this.unit, this.id) end local that = findSkillData(this.unit, "解放真名") if that and that.openflag then this._change() end this._hp = 0 this._flush = function() Event("-发动英雄技能后", func1) if this.flush3 then this.flush3() end end elseif this.event == "失去技能" then if this._flush then this._flush() end end end } --直感/剑舞 InitSkill{ name = "直感", tipname = "直感", _tipname = "剑舞", type = {"主动"}, ani = nil, _ani = "spell three", art = {"BTNZG.blp"}, --左边是学习,右边是普通.不填右边视为左边 _art = {"BTNJW.blp"}, mana = 50, _mana = nil, cool = 15, _cool = 15, dur = 5, _dur = nil, cast = 0, _cast = 0.01, time = 0.001, _time = 0.6, area = {1000, 1500, 2000, 2500}, _area = 150, tip = "\ |cffff00cc主动:|r探知附近的威胁,暂时获得大范围的空中视野.\ |cffff00cc被动:|r阿尔托莉亚的直感能力已经达到可以扭曲未来的程度,有几率使受到的伤害减少.\n\ |cff00ffcc技能|r: 无目标\n\ |cffffcc00扭曲几率|r: %s%%\ |cffffcc00伤害减少|r: %s(|cff1111ff+%.2f|r)%%", researchtip = "直感:附近的敌方英雄离开视野后可以继续在大地图上看到,持续1秒.\n剑舞:第3剑附带攻击效果.", data = { {29, 36, 43, 50}, --扭曲几率1 {15, 20, 25, 30}, --伤害减少2 function(ap) return ap * 0.1 end, }, _tip = "\ 依次斩出3剑,对前方一片区域内的单位造成伤害.第3剑会推动路径上的单位.\n\ |cff00ffcc技能|r: 无目标\n|cff00ffcc伤害|r: 物理\n\ |cffffcc00第1剑伤害|r: %s(|cffff1111+%d|r)\ |cffffcc00第2剑伤害|r: %s(|cffff1111+%d|r)\ |cffffcc00第3剑伤害|r: %s(|cffff1111+%d|r)\n\ |cff888888每斩出一剑后技能会进入%s秒的短暂冷却\n超过%s秒没有斩出下一剑技能将进入冷却\n第3剑的位移速度是移动速度的1.5倍可以穿越地形", _data = { {75, 125, 175, 225}, --第1剑 1 2 function(ap, ad) return ad * 1.2 end, {90, 150, 210, 270}, --第2剑 3 4 function(ap, ad) return ad * 1.5 end, {120, 200, 280, 360}, --第3剑 5 6 function(ap, ad) return ad * 2 end, 0.4, --斩击间隔7 3, --斩击超时8 }, events = {"获得技能", "发动技能", "失去技能", "停止施放"}, code = function(this) if this.event == "发动技能" then if this.tipname == "直感" then local effect = AddSpecialEffectTarget("DarkSummonSeal.mdx", this.unit, "origin") local area = this:get("area") local x, y = GetXY(this.unit) local mr = CreateFogModifierRadius(this.player, FOG_OF_WAR_VISIBLE, x, y, area, true, false) FogModifierStart(mr) local dur = this:get("dur") local time = 0 Loop(0.5, function() time = time + 0.5 DestroyFogModifier(mr) if time < dur then x, y = GetXY(this.unit) mr = CreateFogModifierRadius(this.player, FOG_OF_WAR_VISIBLE, x, y, area, true, false) FogModifierStart(mr) else EndLoop() DestroyEffect(effect) end end ) elseif this.tipname == "剑舞" then --结束技能 this._func1 = function() --技能进入冷却 if this._slash > 0 then local ab = japi.EXGetUnitAbility(this.unit, this.id) local cd = japi.EXGetAbilityState(ab, 1) if cd > 0 then UnitRemoveAbility(this.unit, this.id) UnitAddAbility(this.unit, this.id) end local mcd = this:get("cool") cd = this.targetcooltime - GetTime() if cd > 0 then Wait(0, function() SetSkillCool(this.unit, this.id, cd, mcd) end ) end end --重置数据 this.ani = "spell three" this.time = 0.6 this._slash = 0 --清理数据 if this._timer then DestroyTimer(this._timer) this._timer = nil end end --启动间隔 this._func2 = function() --开始短暂间隔 this.freshcool = this:get(7) --超时直接进入冷却 local timeout = this:get(8) if not this._timer then this._timer = CreateTimer() end TimerStart(this._timer, timeout, false, this._func1) end this._func3 = function() if this._slashtimer then DestroyTimer(this._slashtimer) this._slashtimer = nil end if this._slashmover then this._slashmover.stop = true this._slashmover = nil end end this._slash = this._slash + 1 local area = this:get("area") if this._slash == 1 then --第1剑 local d = this:get(1) + this:get(2) this._slashtimer = Wait(0.3, function() this._slashtime = nil local loc = MovePoint(this.unit, {area, GetUnitFacing(this.unit)}) forRange(loc, area, function(u) if EnemyFilter(this.player, u) then SkillEffect{ from = this.unit, to = u, name = this.name, data = this, aoe = true, code = function(data) DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile_mini.mdl", data.to, "chest")) Damage(data.from, data.to, d, true, false, {aoe = true, damageReason = this.name}) end } end end ) TempEffect(loc, "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile.mdl") SetSoundPosition(gg_snd_MetalHeavyChopFlesh1, loc[1], loc[2], 0) StartSound(gg_snd_MetalHeavyChopFlesh1) end ) --激活短暂冷却 this._func2() --为下一剑准备数据 this.ani = "spell two" --记录冷却时间 this.targetcooltime = GetTime() + this:get("cool") elseif this._slash == 2 then --第2剑 local d = this:get(3) + this:get(4) this._slashtimer = Wait(0.3, function() this._slashtimer = nil local loc = MovePoint(this.unit, {area, GetUnitFacing(this.unit)}) forRange(loc, area, function(u) if EnemyFilter(this.player, u) then SkillEffect{ from = this.unit, to = u, name = this.name, data = this, aoe = true, code = function(data) DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile_mini.mdl", data.to, "chest")) Damage(data.from, data.to, d, true, false, {aoe = true, damageReason = this.name}) end } end end ) TempEffect(loc, "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile.mdl") SetSoundPosition(gg_snd_MetalHeavyChopFlesh2, loc[1], loc[2], 0) StartSound(gg_snd_MetalHeavyChopFlesh2) end ) --激活短暂冷却 this._func2() --为下一剑准备数据 this.ani = "spell one" this.time = 1 SetSkillTip(this.unit, this.id) elseif this._slash == 3 then --第3剑 local d = this:get(5) + this:get(6) local g = {} --保存推进单位组 this._slashmover = Mover( { unit = this.unit, speed = GetUnitMoveSpeed(this.unit) * 1.5, angle = GetUnitFacing(this.unit), time = 0.5, }, function(move) if move.count % 5 == 1 then --每5个周期,即0.1秒判定一次 local loc = MovePoint(move.unit, {area, move.angle}) for u, t in pairs(g) do SetUnitXY(u, MovePoint(loc, t)) end forRange(loc, area, function(u) if not g[u] and EnemyFilter(this.player, u) then g[u] = { --结构为 距离,角度 GetBetween(loc, u), GetBetween(loc, u, true) } end end ) end end, function(move) this._slashmover = nil local loc = MovePoint(this.unit, {area, GetUnitFacing(this.unit)}) forRange(loc, area, function(u) if EnemyFilter(this.player, u) then SkillEffect{ from = this.unit, to = u, name = this.name, data = this, aoe = true, code = function(data) DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile_mini.mdl", data.to, "chest")) Damage(data.from, data.to, d, true, false, {aoe = true, damageReason = this.name, attack = this.research}) end } end end ) TempEffect(loc, "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile.mdl") SetSoundPosition(gg_snd_MetalHeavyChopFlesh3, loc[1], loc[2], 0) StartSound(gg_snd_MetalHeavyChopFlesh3) end ) --结束技能 this._func1() end end elseif this.event == "获得技能" then local func1 = Event("伤害减免", function(damage) if damage.to == this.unit and this.tipname == "直感" then if Random(this:get(1)) then damage.damage = damage.damage - damage.odamage * (this:get(2) + this:get(3)) / 100 DestroyEffect(AddSpecialEffectTarget("Abilities\\Spells\\Other\\CrushingWave\\CrushingWaveDamage.mdl", this.unit, "chest")) end end end ) local func2 = Event("英雄技能回调", function(data) local that = data.skill if that.unit == this.unit and that.name == "解放真名" and (that.event == "发动技能" or that.event == "关闭技能") then if that.event == "关闭技能" then if this._func1 then this._func1() end end this._change() end end ) local func3 = Event("可见度", function(data) if this.research and not data.reason and this.tipname == "直感" and IsHero(data.unit) and IsUnitEnemy(data.unit, this.player) and GetBetween(this.unit, data.unit) < this:get("area") then SeeUnit(data.unit) Wait(1, function() SeeUnit(data.unit, false) end ) end end ) this._change = function() this.tipname, this._tipname = this._tipname, this.tipname this.art, this._art = this._art, this.art this.ani, this._ani = this._ani, this.ani this.cast, this._cast = this._cast, this.cast this.time, this._time = this._time, this.time this.mana, this._mana = this._mana, this.mana this.cool, this._cool = this._cool, this.cool this.area, this._area = this._area, this.area this.dur, this._dur = this._dur, this.dur this.tip, this._tip = this._tip, this.tip this.data, this._data = this._data, this.data SetSkillTip(this.unit, this.id) SetLearnSkillTip(this.unit, this.id) end local that = findSkillData(this.unit, "解放真名") if that and that.openflag then this._change() end this._slash = 0 --斩击次数 this.flush = function() Event("-伤害减免", func1) Event("-英雄技能回调", func2) Event("-可见度", func3) if this.tipname == "剑舞" then this._func1() end end elseif this.event == "失去技能" then if this.flush then this.flush() end elseif this.event == "停止施放" then if this._func3 then this._func3() end end end } --风王铁槌/誓约胜利之剑 InitSkill{ name = "风王铁槌", tipname = "风王铁槌", _tipname = "誓约胜利之剑", type = {"开关", 2}, ani = "spell three", _ani = "spell channel one", art = {"BTNFWZC.blp", "BTNFWZC.blp", "BTNFWZC2.blp"}, _art = {"BTNSYSLZJ.blp", "BTNSYSLZJ.blp", "BTNSYSLZJ2.blp"}, cast = 0.1, _cast = 0, time = 1, _time = 7, mana = {150, 200, 250}, _mana = {200, 400, 600}, cool = 15, _cool = 45, area = 300, _area = 350, rng = 1500, _rng = 1800, dur = 1.5, _dur = 5, tip = "\ 利用风王结界将压缩的风暴释放,对一条直线上的单位造成伤害并将他们向两边推开.使用后再次激活该技能将跟随风暴前进,但是技能冷却时间变为30秒.\n\ |cff00ffcc技能|r: 点目标\ |cff00ffcc伤害|r: 法术\n\ |cffffcc00造成伤害|r: %s(|cff1111ff+%d|r)\n\ |cff888888风暴飞行速度为%s\n再次激活技能的限制时间为%s秒\n跟随速度为风王铁槌的2倍", researchtip = { "风王铁槌的施法距离翻倍", "移除誓约胜利之剑的冷却时间,但是无法提前施放", "刷新其他技能的冷却时间", }, data = { {200, 400, 600}, --伤害 1 2 function(ap) return ap * 2.5 end, 1000, --速度3 1.5, --限制时间4 }, _tip = "\ 经过一段时间的能量积蓄后,对一条直线上的单位造成惊人的伤害,积蓄时间越长伤害越高.\n\ |cff00ffcc技能|r: 点目标\ |cff00ffcc伤害|r: 法术\n\ |cffffcc00最小积蓄时间|r: %s\ |cffffcc00最小伤害|r: %s(|cff1111ff+%d|r)\ |cffffcc00最大积蓄时间|r: %s\ |cffffcc00最大伤害|r: %s(|cff1111ff+%d|r)\n\ |cff888888通过再次激活该技能来提前施放\n伤害在2秒内分8次造成", _data = { 2, --最小时间1 {200, 400, 600}, --最小伤害 2 3 function(ap) return ap * 2.5 end, 5, --最大时间4 {600, 1200, 1800}, --最大伤害 5 6 function(ap) return ap * 7.5 end, }, events = {"发动技能", "关闭技能", "获得技能", "失去技能", "停止施放", "研发"}, code = function(this) if this.event == "发动技能" then if this.research[3] then for i = 1, 3 do local t = findSkillData(this.unit, i) if t and t.targetcooltime then t.targetcooltime = 0 end SetSkillCool(this.unit, i, 0) end end if this.tipname == "风王铁槌" then local angle = GetBetween(this.unit, this.target, true) local speed = this:get(3) local distance = this:get("rng") local g = {} local d = this:get(1) + this:get(2) local area = this:get("area") local mod = {} for i = 1, 8 do mod[i] = CreateModle("Abilities\\Spells\\Other\\Tornado\\TornadoElementalSmall.mdl", MovePoint(this.unit, {area / 2, angle + 45 * i}), {size = 0.5}) end StartSound("sound\\H013_R1.mp3", this.player) local mover = Mover( { from = this.unit, modle = "Abilities\\Spells\\NightElf\\Cyclone\\CycloneTarget.mdl", size = 1.5, speed = speed, angle = angle, distance = distance, }, function(move) angle = angle + 15 for i = 1, 8 do SetUnitXY(mod[i], MovePoint(move.unit, {area / 2, angle + 45 * i})) end if move.count % 5 == 0 then --0.1秒判定一次 forRange(move.unit, area, function(u) if not g[u] and EnemyFilter(this.player, u) then g[u] = true Damage(move.from, u, d, false, true, {aoe = true, damageReason = this.name}) local a = GetBetween(move.unit, u, true) --中心到单位的角度 local dis = GetBetween(move.unit, u) --中心到单位的距离 local angle = move.angle local pa = math.A2A(a, angle) --夹角 local pd = Sin(pa) * dis if math.A2A(a, angle + 90) < math.A2A(a, angle - 90) then a = angle + 90 else a = angle - 90 end Mover{ unit = u, speed = 500, angle = a, distance = area - pd } end end ) end end, nil, function(move) for i = 1, 8 do KillUnit(mod[i]) RemoveUnit(mod[i]) end end ) this.flush1 = function() Wait(0.01, function() SetUnitAnimation(this.unit, "spell channel") end ) SetUnitFacing(this.unit, GetBetween(this.unit, mover.unit, true)) local effect = AddSpecialEffectTarget("BladeShockwave.mdl", this.unit, "chest") Mover( { unit = this.unit, speed = speed * 2, target = mover.unit }, nil, nil, function(move) DestroyEffect(effect) end ) this.freshcool = 30 end elseif this.tipname == "誓约胜利之剑" then local effect = AddSpecialEffect("war3mapImported\\ex light.mdx", GetXY(this.unit)) local min = this:get(1) if this.research[2] then min = 5 this.freshcool = 0 end SetSkillCool(this.unit, this.id, min, min) --激活2秒冷却(作为最小间隔) local sound = StartSound("sound\\H013_R2.mp3", this.player) Wait(1.5, function() StopSound(sound, true, false) end ) Wait(0, function() local ab = japi.EXGetUnitAbility(this.unit, this.id) japi.EXSetAbilityDataReal(ab, 1, 108, 2) --手动关闭时会施法2秒 end ) local angle = GetBetween(this.unit, this.target, true) --预创建2个闪电效果 local l1 = Lightning{ from = this.unit, name = 'LN04', check = false, x1 = 0, y1 = 0, z1 = 0, x2 = 0, y2 = 0, z2 = 0, color = {1, 1, 0, 0}, cut = false } --第2个闪电效果延迟0.25秒创建以保证流动纹路不同 local l2 = Lightning{ from = this.unit, name = 'LN05', check = false, x1 = 0, y1 = 0, z1 = 0, x2 = 0, y2 = 0, z2 = 0, color = {1, 1, 1, 0}, cut = false } local d1 = this:get(2) + this:get(3) local d2 = this:get(5) + this:get(6) local t1 = this:get(1) local t2 = this:get(4) local area = this:get("area") local opentime = this.spellflag this.flush2 = function() Wait(0.01, function() SetUnitAnimation(this.unit, "spell channel two") end ) local loc = GetUnitLoc(this.unit) local sound = StartSound("sound\\H013_R2.mp3", this.player) SetSoundPlayPosition(sound, 1500) local t = GetTime() - opentime local s = (t - t1) / (t2 - t1) local d = d1 + (d2 - d1) * s d = d / 8 local x1, y1, z1 = loc[1], loc[2], GetZ(loc) + 200 local target = MovePoint(loc, {this:get("rng"), angle}) local x2, y2, z2 = target[1], target[2], z1 local targetmod = CreateModle("Abilities\\Spells\\Demon\\ReviveDemon\\ReviveDemon.mdl", target, {time = 2, angle = angle, size = 2, z = z2}) local mods = {} ForLoop(0.2, 1, 3, function(count) if count == 1 then mods[4] = CreateUnitAtLoc(this.player, |e00K|, loc, angle) end mods[count] = CreateUnitAtLoc(this.player, |e034|, loc, angle) end ) Wait(3, function() for i = 1, 4 do KillUnit(mods[count]) end end ) l1.x1, l1.y1, l1.z1 = x1, y1, z1 l1.cut = true l2.x1, l2.y1, l2.z1 = x1, y1, z1 ForLoop(0.05, 1, 40, function(i) local a = 1 if i < 11 then a = i * 0.1 elseif i > 29 then a = (40 - i) * 0.1 end l1.color[4] = a l1.x2, l1.y2, l1.z2 = x2, y2, z2 ChangeLightning(l1) l2.color[4] = a l2.x2, l2.y2, l2.z2 = l1.x2, l1.y2, l1.z2 ChangeLightning(l2) if i % 5 == 0 then forSeg(loc, {l1.x2, l1.y2}, area, function(u) if EnemyFilter(this.player, u) then SkillEffect{ from = this.unit, to = u, name = this.name, data = this, aoe = true, code = function(data) DestroyEffect(AddSpecialEffectTarget("Abilities\\Spells\\Items\\StaffOfPurification\\PurificationTarget.mdl", data.to, "origin")) Damage(data.from, data.to, d, false, true, {aoe = true, damageReason = this.name}) end } end end ) end if i == 40 then this.flush3() end end ) end this.flush3 = function() DestroyEffect(effect) if l1 then DestroyLightning(l1.l) end if l2 then DestroyLightning(l2.l) end l1 = nil l2 = nil end end elseif this.event == "关闭技能" then if this.tipname == "风王铁槌" then if this.closereason == "手动关闭" then --玩家主动关闭技能 this.flush1() end elseif this.tipname == "誓约胜利之剑" then if this.closereason == "持续时间" or this.closereason == "手动关闭" then this.flush2() else UnitRemoveAbility(this.unit, this.id) UnitAddAbility(this.unit, this.id) this.flush3() end end elseif this.event == "停止施放" then if this.openflag and this.tipname == "誓约胜利之剑" then Wait(0, function() this:closeskill() end ) end elseif this.event == "获得技能" then this._change = function() this.tipname, this._tipname = this._tipname, this.tipname this.art, this._art = this._art, this.art this.ani, this._ani = this._ani, this.ani this.cast, this._cast = this._cast, this.cast this.time, this._time = this._time, this.time this.mana, this._mana = this._mana, this.mana this.cool, this._cool = this._cool, this.cool this.area, this._area = this._area, this.area this.dur, this._dur = this._dur, this.dur this.rng, this._rng = this._rng, this.rng this.tip, this._tip = this._tip, this.tip this.data, this._data = this._data, this.data SetSkillTip(this.unit, this.id) SetLearnSkillTip(this.unit, this.id) end local that = findSkillData(this.unit, "解放真名") if that and that.openflag then this._change() end local func1 = Event("英雄技能回调", function(data) local that = data.skill if that.unit == this.unit and that.name == "解放真名" and (that.event == "发动技能" or that.event == "关闭技能") then Wait(0, function() this._change() end ) if this.openflag and this.tipname == "风王铁槌" then this:closeskill() end end end ) this.flush = function() Event("-发动英雄技能后", func1) end elseif this.event == "失去技能" then if this.flush then this.flush() end elseif this.event == "研发" then if this.lastResearch == 1 then if this.tipname == "风王铁槌" then this.rng = this.rng * 2 SetSkillTip(this.unit, this.id) SetLearnSkillTip(this.unit, this.id) else this._rng = this._rng * 2 end end end end }
local chat = require('core.chat') local command = require('core.command') local event = require('core.event') local math = require('math') local channel = require('core.channel') local server = require('shared.server') local string = require('string') local struct = require('struct') local table = require('table') query_server = channel.new('query') local query_result = {} query_server.env = {} query_server.env.query_response = function(path, setting) query_result.path = path query_result.setting = setting end local data = server.new(struct.struct({ get = {data = event.new()}, set = {data = event.new()}, })) local math_max = math.max local string_rep = string.rep local table_sort = table.sort local flatten flatten = function(t, prefix) local values = {} local count = 0 for key, value in pairs(t) do if type(value) == 'table' then local flattened = flatten(value, prefix .. '.' .. key) for i = 1, #flattened do local flattened_value = flattened[i] count = count + 1 values[count] = {path = flattened_value.path, setting = flattened_value.setting} end else count = count + 1 values[count] = {path = prefix .. '.' .. key, setting = value} end end return values end local print_setting = function(source, path, setting) local values = type(setting) == 'table' and flatten(setting, path) or {{path = path, setting = setting}} table_sort(values, function(v1, v2) return v1.path < v2.path end) if source == 'console' then local max_length = 0 for i = 1, #values do max_length = math_max(max_length, #values[i].path) end print('Settings:') for i = 1, #values do local value = values[i] print(' ' .. value.path .. string_rep(' ', max_length - #value.path + 2) .. tostring(value.setting)) end else chat.add_text('Settings:') for i = 1, #values do local value = values[i] chat.add_text('> ' .. value.path .. ': ' .. tostring(value.setting)) end end end local settings_command = command.new('settings') local get = function(source, addon, path, id) data.get:trigger(addon, path, id) print_setting(source, query_result.path, query_result.setting) end local set = function(source, addon, path, value, id) data.set:trigger(addon, path, value, id) print_setting(source, query_result.path, query_result.setting) end settings_command:register_source('get', get, '<addon:string> <path:string> [id:string]') settings_command:register_source('set', set, '<addon:string> <path:string> <value:string> [id:string]') --[[ Copyright © 2019, Windower Dev Team All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the Windower Dev Team nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE WINDOWER DEV TEAM BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ]]
BLACK_EXPORT_START_RATIO = 10; BLACK_EXPORT_ABORT_RATIO = 6; BLACK_EXPORT_PRIZE = math.random (10000, 15000); blackexport = { vehicles = {}, lastid = 0, location = 0, locations = {}, marker_location = {1664.06, 713.35, 9.82}, }; addEventHandler ("onResourceStart", resourceRoot, function () for i, v in ipairs (xmlNodeGetChildren (xmlLoadFile("vehicles.xml"))) do local id = xmlNodeGetAttribute(v, "id"); local name = xmlNodeGetAttribute(v, "name"); table.insert (blackexport.vehicles, {id = id, name = name}); end for i, v in ipairs (getElementsByType"black_export_spawn_points") do local x, y, z = getElementPosition (v); local _, _, rot = getElementRotation (v); table.insert (blackexport.locations, {x, y, z, rot} ) end end ); local function blackexport_abort () if isBlackExportVehicle (source) then blackexport.abort(_, false); end end local function blackexport_winner (element, dim) if isElement (element) and dim and getElementType (element) == "vehicle" and isBlackExportVehicle (element) then blackexport.abort(getVehicleController (element), true); end end local function blackexport_jacked (player, seat, jackedFrom) if isElement (blackexport.vehblip) then setElementVisibleTo (blackexport.vehblip, root, true); end if jackedFrom then exports.mtatr_hud:dmn (player:getName().. ", "..jackedFrom:getName().. " adlı oyuncudan aracı çaldı."); else exports.mtatr_hud:dmn (player:getName().. " black export aracını aldı! Bitiş noktasına yetişmeden aracı al, ödülü kap!"); end end local function blackexport_exit (player, _, jacker) if isElement (blackexport.vehblip) then setElementVisibleTo (blackexport.vehblip, root, false); end end function blackexport.abort (responsible_element, won) if isElement (blackexport.vehicle) then removeEventHandler ("onVehicleEnter", blackexport.vehicle, blackexport_jacked); removeEventHandler ("onVehicleExit", blackexport.vehicle, blackexport_exit); removeEventHandler ("onVehicleExplode", blackexport.vehicle, blackexport_abort); blackexport.vehicle:destroy(); end if isTimer (blackexport.aborttimer) then killTimer (blackexport.aborttimer); end if isElement (blackexport.marker) then removeEventHandler ("onMarkerHit", blackexport.marker, blackexport_winner); blackexport.marker:destroy(); end if isElement (blackexport.blip) then blackexport.blip:destroy(); end if isElement (blackexport.indicator) then blackexport.indicator:destroy(); end if isElement (blackexport.vehblip) then blackexport.vehblip:destroy(); end if responsible_element and won == true then exports.mtatr_hud:dmn ("Black export bitti. "..responsible_element:getName().." aracı bulup teslim etmeyi başardı.", root); exports.database:givePlayerMoney (responsible_element, BLACK_EXPORT_PRIZE, "Black Export"); elseif won == false then exports.mtatr_hud:dmn ("Black export bitti. Araç yok edildi.", root); else exports.mtatr_hud:dmn ("Black export bitti. Kimse aracı bulamadı.", root); end triggerClientEvent (root, "blackexport.getvehicle", resourceRoot); triggerEvent ("onMissionFinished", resourceRoot, "Black Export"); end function stopBlackExport () blackexport.abort(); end function blackexport.start (force) BLACK_EXPORT_PRIZE = math.random (10000, 15000); local id, location; repeat id = math.random(#blackexport.vehicles); location = blackexport.locations[math.random(#blackexport.locations)]; until id ~= lastid and location ~= blackexport.location; blackexport.lastid, blackexport.location = id, location; local veh = blackexport.vehicles[id].id; local name = blackexport.vehicles[id].name; local x, y, z, rot = unpack (location); blackexport.vehicle = createVehicle (veh, x, y, z, 0, 0, rot, "MTA-TR.com"); addEventHandler ("onVehicleExplode", blackexport.vehicle, blackexport_abort); addEventHandler ("onVehicleEnter", blackexport.vehicle, blackexport_jacked); addEventHandler ("onVehicleExit", blackexport.vehicle, blackexport_exit); blackexport.indicator = createMarker (x, y, z, "arrow", .8, 45, 207, 255, 100); attachElements (blackexport.indicator, blackexport.vehicle, 0, -.2, 1.5); local mx, my, mz = unpack (blackexport.marker_location); blackexport.marker = createMarker (mx, my, mz, "cylinder", 7.0, 20, 251, 213, 125); blackexport.blip = createBlip (mx, my, mz, 11); addEventHandler ("onMarkerHit", blackexport.marker, blackexport_winner); if not force then triggerClientEvent (root, "blackexport.getvehicle", resourceRoot, name, BLACK_EXPORT_ABORT_RATIO * 60 * 1000); end blackexport.vehblip = createBlipAttachedTo (blackexport.vehicle, 41); exports.mtatr_utils:flashBlip (blackexport.vehblip, true); outputChatBox ("Black export başladı. "..name.." aracını bulup sarı buldozere getiren ilk kişi "..BLACK_EXPORT_PRIZE.."₺ kazanacak." , root, 255, 102, 0); return true; end function startBlackExport (arg) return blackexport.start (arg); end addEvent ("blackexport.getvehicle", true) addEventHandler ("blackexport.getvehicle", root, function () if isElement (blackexport.vehicle) then local name = getVehicleName (blackexport.vehicle); local time = exports.mtatr_engines:getMissionTimerDetails("Black Export"); triggerClientEvent (client, "blackexport.getvehicle", resourceRoot, name, time) end end ); addEvent ("onPlayerCharacterLogin"); addEventHandler ("onPlayerCharacterLogin", root, function () if isElement (blackexport.vehblip) then exports.mtatr_utils:flashBlip (blackexport.vehblip, true, source); end end ); function isBlackExportVehicle (vehicle) return vehicle == blackexport.vehicle; end
--Automatically generated by SWGEmu Spawn Tool v0.12 loot editor. polearm_staff_wood_reinforced = { minimumLevel = 0, maximumLevel = -1, customObjectName = "", directObjectTemplate = "object/weapon/melee/polearm/lance_staff_wood_s2.iff", craftingValues = { {"mindamage",41,52,0}, {"maxdamage",86,111,0}, {"attackspeed",5.8,4,1}, {"woundchance",7,7,0}, {"hitpoints",750,1500,0}, {"zerorangemod",7,17,0}, {"maxrangemod",7,17,0}, {"midrange",3,3,0}, {"midrangemod",7,17,0}, {"maxrange",7,7,0}, {"attackhealthcost",20,14,0}, {"attackactioncost",38,27,0}, {"attackmindcost",15,11,0}, }, customizationStringNames = {}, customizationValues = {}, -- randomDotChance: The chance of this weapon object dropping with a random dot on it. Higher number means less chance. Set to 0 to always have a random dot. randomDotChance = 500, junkDealerTypeNeeded = JUNKARMS, junkMinValue = 25, junkMaxValue = 45 } addLootItemTemplate("polearm_staff_wood_reinforced", polearm_staff_wood_reinforced)
-- Copyright (c) 2021 Trevor Redfern -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT describe("moonpie.redux.createSlice", function() local store = require "moonpie.redux.store" local createSlice = require "moonpie.redux.create_slice" it("takes a table and creates a function for the reducer", function() local test = { action_1 = function(state, action) return { v = state.v + action.payload } end, action_2 = function(state, action) return { v = state.v - action.payload } end } store.createStore(createSlice(test), { v = 0 }) store.dispatch({ type = "action_1", payload = 1 }) local s = store.getState() assert.equals(1, s.v) store.dispatch { type = "action_2", payload = -2 } s = store.getState() assert.equals(3, s.v) end) it("returns the state back if the action is not in the list", function() local state = {} local test = {} store.createStore(createSlice(test), state) store.dispatch({ type = "some_action" }) assert.equals(state, store.getState()) end) it("can specify an initial state and the store is configured with that state", function() local slice = createSlice { initialState = function() return { v = 1, x = 2, b = "hello" } end } store.createStore(slice) local state = store.getState() assert.equals(1, state.v) assert.equals(2, state.x) assert.equals("hello", state.b) end) it("works with combine reducers to specify complex initial states", function() local combine_reducers = require "moonpie.redux.combine_reducers" local slice1 = createSlice { initialState = function() return { v = 3 } end } local slice2 = createSlice { initialState = function() return { v = 6 } end } store.createStore(combine_reducers { slice1 = slice1, slice2 = slice2 }) local state = store.getState() assert.equals(3, state.slice1.v) assert.equals(6, state.slice2.v) end) it("uses an empty table for initial state if nothing is specified for state", function() local combineReducers = require "moonpie.redux.combine_reducers" local slice = createSlice {} store.createStore(combineReducers { slice = slice }) assert.same({}, store.getState().slice) end) end)
local tl = require("tl") local util = require("spec.util") describe("tl.pretty_print_ast", function() it("returns error for <close> attribute on non 5.4 target", function() local input = [[local x <close> = io.open("foobar", "r")]] local result = tl.process_string(input, false, tl.init_env(false, "off", "5.4"), "foo.tl") local output, err = tl.pretty_print_ast(result.ast, "5.3") assert.is_nil(output) assert.same({}, result.type_errors) assert.is_not_nil(result.gen_error) assert.match(result.gen_error, "<close> attribute") end) end)
function handleYARM(site) gauge_yarm_site_amount:set(site.amount, {site.force_name, site.site_name, site.ore_type}) gauge_yarm_site_ore_per_minute:set(site.ore_per_minute, {site.force_name, site.site_name, site.ore_type}) gauge_yarm_site_remaining_permille:set(site.remaining_permille, {site.force_name, site.site_name, site.ore_type}) end
-- module describing business system (company, money laundering) local cfg = module("cfg/business") vRP.prepare("vRP/create_business","INSERT IGNORE INTO vrp_user_business(user_id,name,description,capital,laundered,reset_timestamp) VALUES(@user_id,@name,'',@capital,0,@time)") vRP.prepare("vRP/delete_business","DELETE FROM vrp_user_business WHERE user_id = @user_id") vRP.prepare("vRP/get_business","SELECT name,description,capital,laundered,reset_timestamp FROM vrp_user_business WHERE user_id = @user_id") vRP.prepare("vRP/add_capital","UPDATE vrp_user_business SET capital = capital + @capital WHERE user_id = @user_id") vRP.prepare("vRP/add_laundered","UPDATE vrp_user_business SET laundered = laundered + @laundered WHERE user_id = @user_id") vRP.prepare("vRP/get_business_page","SELECT user_id,name,description,capital FROM vrp_user_business ORDER BY capital DESC LIMIT @b,@n") vRP.prepare("vRP/reset_transfer","UPDATE vrp_user_business SET laundered = 0, reset_timestamp = @time WHERE user_id = @user_id") -- api -- return user business data or nil function vRP.getUserBusiness(user_id, cbr) if user_id then local rows = vRP.query("vRP/get_business", {user_id = user_id}) local business = rows[1] -- when a business is fetched from the database, check for update of the laundered capital transfer capacity if business and os.time() >= business.reset_timestamp+cfg.transfer_reset_interval*60 then vRP.execute("vRP/reset_transfer", {user_id = user_id, time = os.time()}) business.laundered = 0 end return business end end -- close the business of an user function vRP.closeBusiness(user_id) vRP.execute("vRP/delete_business", {user_id = user_id}) end
net.Receive( "acfm_versionresponse", function( len, ply ) local response = net.ReadTable() local inDate = response.IsLatest local lastUpdate = response.LatestDate if inDate == nil then return end if not inDate then if lastUpdate then chat.AddText(Color(255,0,0), "A newer version of ACF Supreme is available! (last updated ", Color(255, 128, 0), os.date("%x", lastUpdate) , Color(255, 0, 0), ")") else chat.AddText(Color(255,0,0), "A newer version of ACF Supreme is available!") end chat.AddText(Color(255,0,0), "Update this server to the latest version at ", Color(255, 128, 0), "https://github.com/Adripain/ACF-Supreme") else chat.AddText(Color(0,255,64), "ACF Supreme", Color(0, 192, 42), "is up to date on this server!") end end ) function ACF_Missiles_VersionCheck() net.Start("acfm_versioncheck") net.SendToServer() end hook.Add( "CreateMove", "acfm_versioncheck", function(move) if move:GetButtons() == 0 then return end hook.Remove("CreateMove", "acfm_versioncheck") timer.Simple(1, ACF_Missiles_VersionCheck) end )
local bit = require 'bit' local ffi = require 'ffi' local mswin = require 'exports.mswindows' local winstr = require 'exports.mswindows.strings' local winfiles = require 'exports.mswindows.filesystem' local winhandles = require 'exports.mswindows.handles' local on_wait_object_signal = require 'radish.mswindows.on_wait_object_signal' local on_update = require 'radish.mswindows.on_update' local sqlite3 = require 'exports.sqlite3'; require 'exports.sqlite3.methods' local filewatching = {} local function sweep_aux(path) local search = winfiles.dir( path ) if search == nil or winhandles.is_invalid( search.handle ) then return 'invalid' end coroutine.yield('start', path) repeat local type, name = search:peek() if type == 'file' then local size = search:get_size() local last_modified = search:get_when_last_modified() if coroutine.yield('file', path, name, size, last_modified) == 'stop' then search:destroy() return 'stop' end elseif type == 'folder' and name ~= '.' and name ~= '..' then if sweep_aux(path .. '/' .. name) == 'stop' then search:destroy() return 'stop' end end until search:move_next() == false coroutine.yield('end', path) end local function sweep_stepper_coroproc(path) coroutine.yield() while true do local result = sweep_aux(path) if result == 'invalid' then error('invalid path: ' .. path) elseif result == 'stop' then break end end end function filewatching.make_sweep_stepper(path) local x = coroutine.wrap(sweep_stepper_coroproc) x(path) return x end function filewatching.stop_sweep_stepper(stepper) stepper('stop') end local function full_sweep_coroproc(path) coroutine.yield() local result = sweep_aux(path) if result == 'invalid' then error('invalid path: ' .. path) end end function filewatching.full_sweep(path) local x = coroutine.wrap(full_sweep_coroproc) x(path) return x end local function add_change_notifier(path, recursively, callback) local universe_folder_change_notifier = mswin.FindFirstChangeNotificationW( winstr.wide(path), recursively, bit.bor( mswin.FILE_NOTIFY_CHANGE_FILE_NAME, mswin.FILE_NOTIFY_CHANGE_DIR_NAME, mswin.FILE_NOTIFY_CHANGE_SIZE, mswin.FILE_NOTIFY_CHANGE_LAST_WRITE)) if universe_folder_change_notifier == nil or winhandles.is_invalid(universe_folder_change_notifier) then return false end on_wait_object_signal:add(universe_folder_change_notifier, function(handle) if callback() == 'stop' then return 'remove' end if mswin.FindNextChangeNotification(handle) == false then add_change_notifier(path, recursively, callback) return 'remove' end end) return true end function filewatching.on_new(path) end function filewatching.on_modified(path) end function filewatching.on_deleted(path) end local suspended = false function filewatching.suspend() suspended = true end function filewatching.resume() suspended = false end function filewatching.begin(path, task_worker) assert( winfiles.ensure_folder('undo_history'), 'unable to create undo_history folder' ) local db do local out_db = ffi.new 'sqlite3*[1]' local create_result = sqlite3.sqlite3_open('undo_history/changes.db', out_db) assert(create_result == sqlite3.SQLITE_OK, 'unable to create changes.db') db = out_db[0] --ffi.gc(db, sqlite3.sqlite3_close_v2) end local function exec(sql) assert(db:exec(sql, nil, nil, nil) == sqlite3.SQLITE_OK, 'failed to setup changes.db') end exec [[ CREATE TABLE IF NOT EXISTS path_change ( id INTEGER PRIMARY KEY AUTOINCREMENT, folder TEXT NOT NULL, filename TEXT NULL, mode TEXT CHECK( mode IN ('new', 'mod', 'del') ), recorded_at TEXT, last_modified TEXT, size INTEGER ); CREATE INDEX IF NOT EXISTS path_change_by_path ON path_change(folder, filename); CREATE TABLE IF NOT EXISTS change_same_data ( copy_id INTEGER NOT NULL, original_id INTEGER NOT NULL, FOREIGN KEY (copy_id) REFERENCES path_change(id), FOREIGN KEY (original_id) REFERENCES path_change(id) ); CREATE UNIQUE INDEX IF NOT EXISTS same_data_by_copy_id ON change_same_data(copy_id); CREATE VIEW IF NOT EXISTS path_current AS SELECT id, folder, filename, mode, recorded_at, last_modified, size, CASE WHEN size IS NULL or size = 0 THEN NULL ELSE COALESCE( (SELECT csd.original_id FROM change_same_data csd WHERE csd.copy_id = pc1.id), pc1.id) END AS data_id FROM path_change pc1 WHERE mode IN ('new', 'mod') AND NOT EXISTS ( SELECT 1 FROM path_change pc2 WHERE pc2.id > pc1.id AND pc2.folder = pc1.folder AND pc2.filename = pc1.filename); CREATE VIEW IF NOT EXISTS change_with_original_data AS SELECT id, folder, filename, mode, recorded_at, last_modified, size FROM path_change pc WHERE size IS NOT NULL AND size > 0 AND NOT EXISTS ( SELECT 1 FROM change_same_data WHERE copy_id = pc.id); CREATE TABLE IF NOT EXISTS temp.path_current ( folder TEXT, filename TEXT, recorded_at TEXT, last_modified TEXT, size INTEGER ); ]] local out_stmt = ffi.new 'sqlite3_stmt*[1]' local function stmt(sql) local prepare_result = db:prepare_v2(sql, #sql + 1, out_stmt, nil) assert(prepare_result == sqlite3.SQLITE_OK, 'unable to prepare statement') local stmt = out_stmt[0] --ffi.gc(stmt, sqlite3.sqlite3_finalize) return stmt end local function textcol(stmt, i) local v = stmt:column_text(i) if v == nil then return nil end return ffi.string(v, stmt:column_bytes(i)) end local function bindtext(stmt, i, str) if str == nil then return stmt:bind_null(i) else return stmt:bind_text(i, str, #str, nil) end end -- args: folder, filename, last_modified, size local insert_stmt = stmt [[ INSERT INTO temp.path_current (folder, filename, recorded_at, last_modified, size) VALUES (?, ?, strftime('%Y-%m-%dT%H:%M:%SZ', 'now', 'utc'), ?, ?) ]] -- args: folder, filename, mode, recorded_at, last_modified, size -- when mode is 'del', last_modified & size are NULL local record_change_stmt = stmt [[ INSERT INTO main.path_change (folder, filename, mode, recorded_at, last_modified, size) VALUES (?, ?, ?, ?, ?, ?) ]] -- args: folder (NULL for all) local clear_stmt = stmt [[ DELETE FROM temp.path_current WHERE (?1 IS NULL) OR (folder = ?1) ]] -- args: folder (NULL for all) local each_new_change_stmt = stmt [[ SELECT mpc.folder, mpc.filename, 'del' AS mode, strftime('%Y-%m-%dT%H:%M:%SZ', 'now', 'utc') AS recorded_at, NULL AS last_modified, NULL AS size FROM main.path_current mpc WHERE ((?1 IS NULL) OR (mpc.folder = ?1)) AND NOT EXISTS ( SELECT 1 FROM temp.path_current tpc WHERE (tpc.folder = mpc.folder) AND (tpc.filename = mpc.filename)) UNION ALL SELECT tpc.folder, tpc.filename, 'new' AS mode, tpc.recorded_at, tpc.last_modified, tpc.size FROM temp.path_current tpc WHERE ((?1 IS NULL) OR (tpc.folder = ?1)) AND NOT EXISTS ( SELECT 1 FROM main.path_current mpc WHERE (mpc.folder = tpc.folder) AND (mpc.filename = tpc.filename)) UNION ALL SELECT tpc.folder, tpc.filename, 'mod' AS mode, tpc.recorded_at, tpc.last_modified, tpc.size FROM temp.path_current tpc INNER JOIN main.path_current mpc ON (tpc.folder = mpc.folder) AND (mpc.filename = tpc.filename) WHERE (tpc.size != mpc.size) OR (tpc.last_modified != mpc.last_modified) ]] -- args: size local each_same_size_stmt = stmt [[ SELECT id FROM change_with_original_data WHERE size = ? ]] -- args: original_id, copy_id local add_copy_stmt = stmt [[ INSERT INTO change_same_data (original_id, copy_id) VALUES (?, ?) ]] local sweep_step, sweep_update local function do_sweep() if sweep_step ~= nil then filewatching.stop_sweep_stepper(sweep_step) sweep_step = nil end if sweep_update ~= nil then on_update.kill(sweep_update) sweep_update = nil end local count = 0 local function flush_changes(folder) if folder == nil then assert( sqlite3.SQLITE_OK == each_new_change_stmt:bind_null(1) ) else assert( sqlite3.SQLITE_OK == each_new_change_stmt:bind_text(1, folder, #folder, nil) ) end while true do local step_result = each_new_change_stmt:step() if step_result == sqlite3.SQLITE_DONE then break elseif step_result ~= sqlite3.SQLITE_ROW then error('error fetching each_new_change_stmt row') end for i = 1, 6 do assert( sqlite3.SQLITE_OK == record_change_stmt:bind_value( i, each_new_change_stmt:column_value(i - 1)) ) end assert( sqlite3.SQLITE_DONE == record_change_stmt:step() ) assert( sqlite3.SQLITE_OK == record_change_stmt:reset() ) local folder = textcol(each_new_change_stmt, 0) local filename = textcol(each_new_change_stmt, 1) local mode = textcol(each_new_change_stmt, 2) if (mode == 'mod' or mode == 'new') and each_new_change_stmt:column_type(5) == sqlite3.SQLITE_INTEGER and winfiles.ensure_folder('undo_history/data') then local size = each_new_change_stmt:column_int64(5) if size > 0 then local self_id = db:last_insert_rowid() local copy_from_id assert( sqlite3.SQLITE_OK == each_same_size_stmt:bind_int64(1, size) ) while sqlite3.SQLITE_ROW == each_same_size_stmt:step() do local id = each_same_size_stmt:column_int64(0) local data_path = 'undo_history/data/' .. tostring(id):gsub('LL$', '') if winfiles.same_contents(folder..'/'..filename, data_path) then copy_from_id = id break end end assert( sqlite3.SQLITE_OK == each_same_size_stmt:reset() ) if copy_from_id == nil then local data_path = 'undo_history/data/' .. tostring(self_id):gsub('LL$', '') task_worker:send_command( 'copy_file', folder..'/'..filename, data_path, self_id) else assert( sqlite3.SQLITE_OK == add_copy_stmt:bind_int64(1, copy_from_id) ) assert( sqlite3.SQLITE_OK == add_copy_stmt:bind_int64(2, self_id) ) assert( sqlite3.SQLITE_DONE == add_copy_stmt:step() ) assert( sqlite3.SQLITE_OK == add_copy_stmt:reset() ) end end end if mode == 'mod' then filewatching.on_modified(folder..'/'..filename) elseif mode == 'new' then filewatching.on_new(folder..'/'..filename) elseif mode == 'del' then filewatching.on_deleted(folder..'/'..filename) end end assert( sqlite3.SQLITE_OK == each_new_change_stmt:reset() ) if folder == nil then assert( sqlite3.SQLITE_OK == clear_stmt:bind_null(1) ) else assert( sqlite3.SQLITE_OK == clear_stmt:bind_text(1, folder, #folder, nil) ) end assert( sqlite3.SQLITE_DONE == clear_stmt:step() ) assert( sqlite3.SQLITE_OK == clear_stmt:reset() ) end exec [[ BEGIN TRANSACTION ]] assert( sqlite3.SQLITE_OK == clear_stmt:bind_null(1) ) assert( sqlite3.SQLITE_DONE == clear_stmt:step() ) assert( sqlite3.SQLITE_OK == clear_stmt:reset() ) for mode, folder, filename, size, last_modified in filewatching.full_sweep('universe') do count = count + 1 if mode == 'file' then assert( sqlite3.SQLITE_OK == bindtext(insert_stmt, 1, folder) ) assert( sqlite3.SQLITE_OK == bindtext(insert_stmt, 2, filename) ) assert( sqlite3.SQLITE_OK == bindtext(insert_stmt, 3, last_modified) ) assert( sqlite3.SQLITE_OK == insert_stmt:bind_int64(4, size) ) assert( sqlite3.SQLITE_DONE == insert_stmt:step() ) assert( sqlite3.SQLITE_OK == insert_stmt:reset() ) elseif mode == 'end' then flush_changes(folder) end end exec [[ COMMIT TRANSACTION ]] -- update 5 times a second local step_hz = 5 local step_ms = 1000 / step_hz -- aim to cover all in about 5 seconds, to a maximum of 500/second local step_count = math.max(1, math.min(100, math.floor(count / (step_hz * 5)))) sweep_step = assert(filewatching.make_sweep_stepper('universe')) sweep_update = on_update.after(1000, function(pause) while true do exec [[ BEGIN TRANSACTION ]] for i = 1, step_count do local type, folder, filename, size, last_modified = sweep_step() if type == 'file' then assert( sqlite3.SQLITE_OK == insert_stmt:bind_text(1, folder, #folder, nil) ) assert( sqlite3.SQLITE_OK == insert_stmt:bind_text(2, filename, #filename, nil) ) assert( sqlite3.SQLITE_OK == insert_stmt:bind_text(3, last_modified, #last_modified, nil) ) assert( sqlite3.SQLITE_OK == insert_stmt:bind_int64(4, size) ) assert( sqlite3.SQLITE_DONE == insert_stmt:step() ) assert( sqlite3.SQLITE_OK == insert_stmt:reset() ) elseif type == 'end' then flush_changes(folder) end end exec [[ COMMIT TRANSACTION ]] pause(step_ms) end end) end do_sweep() local filenotify_update add_change_notifier('universe', true, function() if suspended then -- ignore changes while filewatching is suspended return end if sweep_update ~= nil then on_update.kill(sweep_update) sweep_update = nil end if sweep_step ~= nil then filewatching.stop_sweep_stepper(sweep_step) sweep_step = nil end if filenotify_update ~= nil then on_update.kill(filenotify_update) filenotify_update = nil end filenotify_update = on_update.after(150, do_sweep) end) end return filewatching
describe("utils", function() local utils = require "nvim-test.utils" it("find file by patterns", function() assert.is.equal( "spec/fixtures/js/name.test.js", utils.find_file_by_patterns( "spec/fixtures/js/name.js", { "{name}.spec.{ext}", "{name}.test.{ext}" } ) ) assert.is.equal( "spec/fixtures/js/unknown.js", utils.find_file_by_patterns( "spec/fixtures/js/unknown.js", { "{name}.spec.{ext}", "{name}.test.{ext}" } ) ) assert.is.equal( "spec/fixtures/js/unknown.spec.js", utils.find_file_by_patterns( "spec/fixtures/js/unknown.js", { "{name}.spec.{ext}", "{name}.test.{ext}" }, true ) ) end) end)
--[[ < CATHERINE > - A free role-playing framework for Garry's Mod. Development and design by L7D. Catherine 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 Catherine. If not, see <http://www.gnu.org/licenses/>. ]]-- catherine.language.Merge( "english", { // Basic [ "Basic_Schema_Title" ] = "Dissolution", [ "Basic_Schema_Desc" ] = "Society is a thing of the past.", [ "Basic_Schema_IntroTitle" ] = "US East Coast, 2018", [ "Basic_Schema_IntroDesc" ] = "Society is a thing of the past.", [ "Basic_Schema_Author" ] = "Dissolution schema development and design by '%s'", // Faction Name [ "Faction_Name_Survivor" ] = "Survivor", [ "Faction_Name_Guard" ] = "National Guard", // Faction Description [ "Faction_Desc_Survivor" ] = "Those that are left to dwell in the mess.", [ "Faction_Desc_Guard" ] = "The protective force for survivors.", // Command [ "Command_ZombieAdd_Fin" ] = "You have added a new zombie spawn.", [ "Command_ZombieRemove_Fin" ] = "You have removed %s zombie spawn(s)." } )
local addonName, addon = ... local tests = {} --[[------------------------------------------------------------------- -- Bootstrap code to set up the buttons -------------------------------------------------------------------]]-- local groupheader = CreateFrame("Button", addonName .. "TestHeader", UIParent, "SecureGroupHeaderTemplate") SecureHandler_OnLoad(groupheader) local button_m = CreateFrame("Button", addonName .. "TestButton_m", UIParent, "SecureActionButtonTemplate") local button_h = CreateFrame("Button", addonName .. "TestButton_h", UIParent, "ClickCastUnitTemplate,SecureActionButtonTemplate") --[[------------------------------------------------------------------- -- Create the event handler -------------------------------------------------------------------]]-- local eventFrame = CreateFrame("Frame") eventFrame:RegisterEvent("PLAYER_LOGIN") eventFrame:SetScript("OnEvent", function(self, event, ...) print("====== " .. addonName .. "Test Suite ======") print(" - Registering frames for click-casting") ClickCastFrames[button_m] = true groupheader:SetFrameRef("clickcast_header", addon.header) groupheader:SetFrameRef("thebutton", button_h) groupheader:Execute[[ local header = self:GetFrameRef("clickcast_header") header:SetAttribute("clickcast_button", self:GetFrameRef("thebutton")) header:RunAttribute("clickcast_register") ]] local currentProfile = addon.db:GetCurrentProfile() for name, testFunc in pairs(tests) do print(" - Running " .. name) testFunc() end addon.db:SetProfile(currentProfile) end) --[[------------------------------------------------------------------- -- Utility functions -------------------------------------------------------------------]]-- local function makeprofile(bindings) addon:ClearAttributes() local tempName = "Temp" .. GetTime() local suiteName = addonName .. "TestSuite" addon.db:SetProfile(tempName) addon.db:DeleteProfile(suiteName, true) addon.db:SetProfile(suiteName) addon.db:DeleteProfile(tempName) table.wipe(addon.bindings) for k,v in pairs(bindings) do table.insert(addon.bindings, v) end addon:FireMessage("BINDINGS_CHANGED") end local function makebind(key) local entry = {} entry.key = key entry.type = "menu" entry.menu = function() CLIQUE_TEST_TRIGGERED = key end entry.sets = {default = true} return entry end local function getbutton(bind) local prefix, suffix = addon:GetBindingPrefixSuffix(bind) if suffix == "1" then suffix = "LeftButton" elseif suffix == "2" then suffix = "RightButton" elseif suffix == "3" then suffix = "MiddleButton" elseif tonumber(suffix) then suffix = "Button" .. suffix end return suffix end local passed = 0 local function pass(name) passed = passed + 1 --print(" - |cff00ff00PASS|r - " .. name) end local failed = 0 local function fail(name) failed = failed + 1 print(" - |cffff0000FAIL|r - " .. name) end local modbits = { "IsAltKeyDown", "IsLeftAltKeyDown", "IsRightAltKeyDown", "IsControlKeyDown", "IsLeftControlKeyDown", "IsRightControlKeyDown", "IsShiftKeyDown", "IsLeftShiftKeyDown", "IsRightShiftKeyDown", } local origs = {} for k,v in pairs(modbits) do origs[v] = _G[v] end local function setmodifiers(bind) local binary = addon:GetBinaryBindingKey() for i = 1, #binary, 1 do local enabled = binary:sub(i,i) == "1" if enabled then _G[modbits[i]] = function() return 1 end end end end local function clrmodifiers() for idx, name in ipairs(modbits) do _G[name] = origs[name] end end local function randommodifiers() local prefix = "" if math.random(0, 1) then -- Alt key down local which = math.random(0, 10) if which >= 2 then prefix = prefix .. "ALT-" elseif which == 0 then prefix = prefix .. "LALT-" elseif which == 1 then prefix = prefix .. "RALT-" end end if math.random(0, 1) then -- Ctrl key down local which = math.random(0, 10) if which >= 2 then prefix = prefix .. "CTRL-" elseif which == 0 then prefix = prefix .. "LCTRL-" elseif which == 1 then prefix = prefix .. "RCTRL-" end end if math.random(0, 1) then -- Shift key down local which = math.random(0, 10) if which >= 2 then prefix = prefix .. "SHIFT-" elseif which == 0 then prefix = prefix .. "LSHIFT-" elseif which == 1 then prefix = prefix .. "RSHIFT-" end end return prefix end --[[------------------------------------------------------------------- -- Test code -------------------------------------------------------------------]]-- local all_binding_types = { lower = makebind("f"), upper = makebind("F"), num = makebind("1"), foreign = makebind("ö"), fkey = makebind("F1"), qkey = makebind("DOUBLEQUOTE"), dash = makebind("DASH"), bspace = makebind("BACKSPACE"), leftbutton = makebind("BUTTON1"), rightbutton = makebind("BUTTON2"), middlebutton = makebind("BUTTON3"), button4 = makebind("BUTTON4"), button5 = makebind("BUTTON5"), } -- First test to ensure each type of binding works properly function tests.SimpleTriggers() makeprofile(all_binding_types) for name, bind in pairs(all_binding_types) do -- Test to see if the binding works on the manually registered button local button = getbutton(bind) button_m.menu = bind.menu button_m:Click(button) if CLIQUE_TEST_TRIGGERED then pass(name .. " manual") else fail(name .. " manual") end button_h.menu = bind.menu button_h:Click(button) if CLIQUE_TEST_TRIGGERED then pass(name .. " header") else fail(name .. " header") end end print(" - " .. passed .. " passed, " .. failed .. " failed") end function tests.Modifiers() -- Copy bindings table local bindings = {} for k,v in pairs(all_binding_types) do bindings[k] = {} for ka,va in pairs(v) do bindings[k][ka] = va end end -- Run this test five times for i = 1, 10, 1 do for name, bind in pairs(bindings) do local obind = bind.key bind.key = randommodifiers() .. bind.key -- Register the bindings makeprofile(bindings) -- Manually registered button local button = getbutton(bind) button_m.menu = function() CLIQUE_TEST_TRIGGERED = bind.key end button_m:Click(button) if CLIQUE_TEST_TRIGGERED then pass(name .. " manual") else fail(name .. " manual") end button_h.menu = function() CLIQUE_TEST_TRIGGERED = bind.key end button_h:Click(button) if CLIQUE_TEST_TRIGGERED then pass(name .. "(" .. bind.key .. ") " .. "header") else fail(name .. " header") end bind.key = obind end end print(" - " .. passed .. " passed, " .. failed .. " failed") end
local mposx = 0; local mposy = 0; local hovered = nil; local buttonWidth = 250; local buttonHeight = 75; local buttonBorder = 2; local label = -1; local gr_r, gr_g, gr_b, gr_a = game.GetSkinSetting("col_test") gfx.GradientColors(0,127,255,255,0,128,255,0) local gradient = gfx.LinearGradient(0,0,0,1) local bgPattern = gfx.CreateSkinImage("bg_pattern.png", gfx.IMAGE_REPEATX + gfx.IMAGE_REPEATY) local bgAngle = 0.5 local bgPaint = gfx.ImagePattern(0,0, 256,256, bgAngle, bgPattern, 1.0) local bgPatternTimer = 0 view_update = function() if package.config:sub(1,1) == '\\' then --windows updateUrl, updateVersion = game.UpdateAvailable() os.execute("start " .. updateUrl) else --unix --TODO: Mac solution os.execute("xdg-open " .. updateUrl) end end mouse_clipped = function(x,y,w,h) return mposx > x and mposy > y and mposx < x+w and mposy < y+h; end; draw_button = function(name, x, y, hoverindex) local rx = x - (buttonWidth / 2); local ty = y - (buttonHeight / 2); gfx.BeginPath(); gfx.FillColor(0,128,255); if mouse_clipped(rx,ty, buttonWidth, buttonHeight) then hovered = hoverindex; gfx.FillColor(255,128,0); end gfx.Rect(rx - buttonBorder, ty - buttonBorder, buttonWidth + (buttonBorder * 2), buttonHeight + (buttonBorder * 2)); gfx.Fill(); gfx.BeginPath(); gfx.FillColor(40,40,40); gfx.Rect(rx, ty, buttonWidth, buttonHeight); gfx.Fill(); gfx.BeginPath(); gfx.FillColor(255,255,255); gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE); gfx.FontSize(40); gfx.Text(name, x, y); end; function updateGradient() gr_r, gr_g, gr_b, gr_a = game.GetSkinSetting("col_test") if gr_r == nil then return end gfx.GradientColors(gr_r,gr_g,gr_b,gr_a,0,128,255,0) gradient = gfx.LinearGradient(0,0,0,1) end function updatePattern(dt) bgPatternTimer = (bgPatternTimer + dt) % 1.0 local bgx = math.cos(bgAngle) * (bgPatternTimer * 256) local bgy = math.sin(bgAngle) * (bgPatternTimer * 256) gfx.UpdateImagePattern(bgPaint, bgx, bgy, 256, 256, bgAngle, 1.0) end render = function(deltaTime) updateGradient() updatePattern(deltaTime) resx,resy = game.GetResolution(); mposx,mposy = game.GetMousePos(); gfx.Scale(resx, resy / 3) gfx.Rect(0,0,1,1) gfx.FillPaint(gradient) gfx.Fill() gfx.ResetTransform() gfx.BeginPath() gfx.Scale(0.5,0.5) gfx.Rect(0,0,resx * 2,resy * 2) gfx.GlobalCompositeOperation(gfx.BLEND_OP_DESTINATION_IN) gfx.FillPaint(bgPaint) gfx.Fill() gfx.ResetTransform() gfx.BeginPath() gfx.GlobalCompositeOperation(gfx.BLEND_OP_SOURCE_OVER) buttonY = resy / 2; hovered = nil; gfx.LoadSkinFont("NotoSans-Regular.ttf"); draw_button("Start", resx / 2, buttonY, Menu.Start); buttonY = buttonY + 100; draw_button("Get Songs BETA", resx / 2, buttonY, Menu.DLScreen); buttonY = buttonY + 100; draw_button("Settings", resx / 2, buttonY, Menu.Settings); buttonY = buttonY + 100; draw_button("Exit", resx / 2, buttonY, Menu.Exit); gfx.BeginPath(); gfx.FillColor(255,255,255); gfx.FontSize(120); if label == -1 then label = gfx.CreateLabel("unnamed_sdvx_clone", 120, 0); end gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE); gfx.DrawLabel(label, resx / 2, resy / 2 - 200, resx-40); updateUrl, updateVersion = game.UpdateAvailable() if updateUrl then gfx.BeginPath() gfx.TextAlign(gfx.TEXT_ALIGN_BOTTOM + gfx.TEXT_ALIGN_LEFT) gfx.FontSize(30) gfx.Text(string.format("Version %s is now available", updateVersion), 5, resy - buttonHeight - 10) draw_button("View", buttonWidth / 2 + 5, resy - buttonHeight / 2 - 5, view_update); draw_button("Update", buttonWidth * 1.5 + 15, resy - buttonHeight / 2 - 5, Menu.Update) end end; mouse_pressed = function(button) if hovered then hovered() end return 0 end
function Auctionator.API.v1.GetAuctionPriceByItemID(callerID, itemID) Auctionator.API.InternalVerifyID(callerID) if type(itemID) ~= "number" then Auctionator.API.ComposeError( callerID, "Usage Auctionator.API.v1.GetAuctionPriceByItemID(string, number)" ) end return Auctionator.Database:GetPrice(tostring(itemID)) end function Auctionator.API.v1.GetAuctionPriceByItemLink(callerID, itemLink) Auctionator.API.InternalVerifyID(callerID) if type(itemLink) ~= "string" then Auctionator.API.ComposeError( callerID, "Usage Auctionator.API.v1.GetAuctionPriceByItemLink(string, string)" ) end local dbKeys = nil -- Use that the callback is called immediately (and populates dbKeys) if the -- item info for item levels is available now. Auctionator.Utilities.DBKeyFromLink(itemLink, function(dbKeysCallback) dbKeys = dbKeysCallback end) if dbKeys then return Auctionator.Database:GetFirstPrice(dbKeys) else return Auctionator.Database:GetPrice( Auctionator.Utilities.BasicDBKeyFromLink(itemLink) ) end end
----------------------------------- -- Area: North Gustaberg -- NPC: <this space intentionally left blank> -- !pos -217 97 461 106 ----------------------------------- local ID = require("scripts/zones/North_Gustaberg/IDs") require("scripts/globals/npc_util") ----------------------------------- function onTrade(player, npc, trade) if player:getCharVar("RELIC_IN_PROGRESS") == 18305 and npcUtil.tradeHas(trade, {1451, 1577, 1589, 18305}) then -- currency, shard, necropsyche, stage 4 player:startEvent(254, 18306) end end function onTrigger(player, npc) player:messageSpecial(ID.text.NOTHING_OUT_OF_ORDINARY) end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) if csid == 254 and npcUtil.giveItem(player, {18306, {1450, 30}}) then player:confirmTrade() player:setCharVar("RELIC_IN_PROGRESS", 0) end end
-- -- tests/actions/vstudio/vc2010/vstudio_vs2010_rule_props.lua -- Validate generation of custom rules -- Author Tom van Dijck -- Copyright (c) 2016 Jason Perkins and the Premake project -- local p = premake local suite = test.declare("vstudio_vs2010_rule_props") local vc2010 = p.vstudio.vc2010 local m = p.vstudio.vs2010.rules.props -- -- Setup -- local wks, prj function suite.setup() p.action.set("vs2010") rule 'example' display 'Example compiler' fileExtension '.example' propertydefinition { name = "output_path", kind = "string", display = "Output Path", description = "", } buildmessage 'Compiling %{file.basename} with example-compiler...' buildcommands { 'package-example-compiler.exe %{output_path} "%{file.relpath}"' } buildoutputs { '%{output_path}%{file.basename}.example.cc', '%{output_path}%{file.basename}.example.h' } end -- -- commandLineTemplates -- function suite.commandLineTemplates() local r = test.getRule("example") m.commandLineTemplates(r) test.capture [[ <CommandLineTemplate>package-example-compiler.exe [output_path] "%(Identity)"</CommandLineTemplate> ]] end -- -- executionDescription -- function suite.executionDescription() local r = test.getRule("example") m.executionDescription(r) test.capture [[ <ExecutionDescription>Compiling %(Filename) with example-compiler...</ExecutionDescription> ]] end
-- scaffold geniefile for XSadd XSadd_script = path.getabsolute(path.getdirectory(_SCRIPT)) XSadd_root = path.join(XSadd_script, "XSadd") XSadd_includedirs = { path.join(XSadd_script, "config"), XSadd_root, } XSadd_libdirs = {} XSadd_links = {} XSadd_defines = {} ---- return { _add_includedirs = function() includedirs { XSadd_includedirs } end, _add_defines = function() defines { XSadd_defines } end, _add_libdirs = function() libdirs { XSadd_libdirs } end, _add_external_links = function() links { XSadd_links } end, _add_self_links = function() links { "XSadd" } end, _create_projects = function() project "XSadd" kind "StaticLib" language "C++" flags {} includedirs { XSadd_includedirs, } defines {} files { path.join(XSadd_script, "config", "**.h"), path.join(XSadd_root, "**.h"), path.join(XSadd_root, "**.cpp"), } end, -- _create_projects() } ---
local tap = require('util/tap') local util = require('util') local test = tap.test local path = require('path') local spawn = require('child_process').spawn local __dirname = util.dirname() console.log(process.execPath, __dirname) test("process execute", function() local childPath = path.join(__dirname, "fixtures", "parent-process.lua") console.log(os.execute("lnode " .. childPath)) end) test("process detached", function() local childPath = path.join(__dirname, "fixtures", "parent-process.lua") local persistentPid = -1 if os.platform() == "win32" then return end local argv = process.argv local args = { childPath } console.log('lnode', args) local child = spawn(process.execPath, args) child.stdout:on("data", function(data) console.log("data", data) persistentPid = tonumber(data) end) setTimeout(1000, function() local err = pcall(function() process.kill(child.pid) end) --process.kill(persistentPid) end) os.printAllHandles() setTimeout(900, function() child:send('message') end) child:on('exit', function(code) print('exit', code); end) child:on('close', function(code) print('close', code); end) --[[ process:on('exit', function() assert(persistentPid ~= -1) local err = pcall(function() process.kill(child.pid) end) process.kill(persistentPid) end) --]] end) --[[ test("process exec", function () local childPath = path.join(__dirname, "fixtures", "parent-process.lua") local options = { timeout = 1000 } execFile(process.execPath, { childPath }, options, function(err, stdout, stderr) console.log('exec(err, stdout, stderr)', err, stdout, stderr) process.kill(0); end) end) --]] tap.run()
local json = require "json" --要登录后才能用 local pingReq = { header = { protoid = 0x0001, session = 1, response = nil, }, data = 1234, } print("pingReq="..json.encode(pingReq)) local registerReq = { header = { protoid = 0x0101, session = 1, response = nil, }, data = { account = "游客1001", password = "123456", telephone = "1383838438", create_index = 1, nickname = "helloworld", }, } print("registerReq="..json.encode(registerReq)) local visitorReq = { header = { protoid = 0x0104, session = 1, response = nil, }, data = { visit_token = "a3984026-c67b-4889-c827-db693fba8f64", }, } print("visitorReq="..json.encode(visitorReq)) local visitorReq = { header = { protoid = 0x0104, session = 1, response = nil, }, data = { visit_token = "b4a7d645-f3c9-472e-c76c-14c09b8596c8", }, } print("visitorReq="..json.encode(visitorReq)) local roomListReq = { header = { protoid = 0x0201, session = 2, response = nil, }, data = 10101, } print("roomListReq="..json.encode(roomListReq)) local enterRoomReq = { header = { protoid = 0x0d01, session = 2, response = nil, roomproxy = "xpnn", }, } print("enterRoomReq="..json.encode(enterRoomReq)) exitRoomReq = { header = { protoid = 0x0d02, session = 2, response = nil, roomproxy = "xpnn", }, } print("exitRoomReq="..json.encode(exitRoomReq)) groupRequest = { header = { protoid = 0x0d03, session = 2, response = nil, roomproxy = "xpnn", }, } print("groupRequest="..json.encode(groupRequest))
local ane = {} local pce = { name = "main", path = "assets/spr/fx/reticle.png", width = 128, height = 128, imgX = 64, imgY = 64, originX = 64, originY = 64, attachPoints = { center = {x = 64,y=64}, }, -- connectSprite = "main", -- connectPoint = "hand1", -- connectMPoint = "grip1", animations = ane } return pce
--エーリアン・ドッグ function c15475415.initial_effect(c) --summon success local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(15475415,0)) e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O) e1:SetCode(EVENT_SUMMON_SUCCESS) e1:SetRange(LOCATION_HAND) e1:SetCondition(c15475415.spcon) e1:SetTarget(c15475415.sptg) e1:SetOperation(c15475415.spop) c:RegisterEffect(e1) --counter local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(15475415,1)) e2:SetCategory(CATEGORY_COUNTER) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F) e2:SetCode(EVENT_SPSUMMON_SUCCESS) e2:SetCondition(c15475415.ctcon) e2:SetOperation(c15475415.ctop) c:RegisterEffect(e2) end c15475415.counter_add_list={0x100e} function c15475415.spcon(e,tp,eg,ep,ev,re,r,rp) return ep==tp and eg:GetFirst():IsSetCard(0xc) end function c15475415.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0) end function c15475415.spop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() if not c:IsRelateToEffect(e) then return end Duel.SpecialSummon(c,SUMMON_VALUE_SELF,tp,tp,false,false,POS_FACEUP) end function c15475415.ctcon(e,tp,eg,ep,ev,re,r,rp) return e:GetHandler():GetSummonType()==SUMMON_TYPE_SPECIAL+SUMMON_VALUE_SELF end function c15475415.ctop(e,tp,eg,ep,ev,re,r,rp) local g=Duel.GetMatchingGroup(Card.IsCanAddCounter,tp,0,LOCATION_MZONE,nil,0x100e,1) if g:GetCount()==0 then return end for i=1,2 do Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FACEUP) local sg=g:Select(tp,1,1,nil) sg:GetFirst():AddCounter(0x100e,1) end end
local event = import("libs/event") local lust = import("libs/lust") local describe, it, expect = lust.describe, lust.it, lust.expect describe("event", function() it("observe", function() local test = nil local cb = function() test = true end local spy = lust.spy(cb) local destroy = event.Observe("TestEvent"):subscribe(cb) expect(detroy).to.be.a("function") event.Call("TestEvent") destroy() expect(#spy).to.be(1) expect(test).to.be.truthy() end) end)
local ADDON_NAME, namespace = ... local L = namespace.L local LOCALE = GetLocale() -- TODO: Just an example of how this works... -- Will add localized strings if users provide them if LOCALE == "deDE" then L["BoA"] = "BoA" L["BoE"] = "BoE" L["Equip:"] = "Equip:" return end
-- Services local run_service = game:GetService('RunService') local user_input_service = game:GetService('UserInputService') -- Locals local camera = workspace.CurrentCamera -- Modules local signal = require(script.Parent.Signal) -- Main Module local mouse = {} return { New = function() local position = user_input_service:GetMouseLocation() local unit_ray = camera:ScreenPointToRay(position.X, position.Y) local params = RaycastParams.new() params.FilterDescendantsInstances = {} params.FilterType = Enum.RaycastFilterType.Blacklist -- 3D Variables local ray = Ray.new(unit_ray.Origin, unit_ray.Direction * 100) local raycast = workspace:Raycast(ray.Origin, ray.Direction, params) local target = raycast and raycast.Instance local normal = raycast and raycast.Normal -- Self local self = {} -- Properties self.Hit = target and target.CFrame self.Origin = CFrame.new(unit_ray.Origin) self.Target = target self.UnitRay = unit_ray self.X = position.X self.Y = position.Y self.Vector = position self.TargetFilter = nil self.TargetSurface = normal -- RBXScriptSignals self.Button1Down = signal.New() self.Button2Down = signal.New() self.Button1Up = signal.New() self.Button2Up = signal.New() self.WheelMoved = signal.New() self.Move = signal.New() self.Idle = signal.New() -- Create Signal Connections do -- Variables local isIdle = true -- UserInput Listeners user_input_service.InputBegan:Connect(function(input, game_processed_event) if (game_processed_event) then return end if (input.UserInputType == Enum.UserInputType.MouseButton1) then isIdle = false self.Button1Down:Fire() elseif (input.UserInputType == Enum.UserInputType.MouseButton2) then isIdle = false self.Button2Down:Fire() end end) user_input_service.InputChanged:Connect(function(input) if (input.UserInputType == Enum.UserInputType.MouseMovement) then -- Forgot to add this lol if (typeof(self.TargetFilter) == 'Instance') then params.FilterDescendantsInstances = self.TargetFilter:GetChildren() end -- Reuse Variables position = input.Position unit_ray = camera:ScreenPointToRay(position.X, position.Y) ray = Ray.new(unit_ray.Origin, unit_ray.Direction * 100) raycast = workspace:Raycast(ray.Origin, ray.Direction, params) target = raycast and raycast.Instance normal = raycast and raycast.Normal -- Set Mouse Properties self.Hit = target and target.CFrame self.Origin = CFrame.new(unit_ray.Origin) self.Target = target self.UnitRay = unit_ray self.X = position.X self.Y = position.Y self.Vector = position self.TargetSurface = normal self.Move:Fire() elseif (input.UserInputType == Enum.UserInputType.MouseWheel) then self.WheelMoved:Fire() end end) user_input_service.InputEnded:Connect(function(input) if (input.UserInputType == Enum.UserInputType.MouseButton1) then isIdle = true self.Button1Up:Fire() elseif (input.UserInputType == Enum.UserInputType.MouseButton2) then isIdle = true self.Button2Up:Fire() end end) run_service.Heartbeat:Connect(function() if (isIdle) then self.Idle:Fire() -- In the mouse class it doesn't account for mouse movement for some reason end end) end return setmetatable(self, mouse) --> The only reason it's like this because I want to use OOP :) end }
-- Copyright (C) 2019 by davin -- rsa1024 encrypt and decrypt local resty_rsa = require "resty.rsa" local resty_str = require "resty.string" local scheme = ngx.var.scheme if scheme ~= 'https' then return ngx.redirect( 'https://'..ngx.var.host..ngx.var.request_uri, 301) end local plain = ngx.var.arg_plain or 'hello openssl' --[[ local time = ngx.now() local rsa_public_key, rsa_priv_key, err = resty_rsa:generate_rsa_keys(1024) if not rsa_public_key then ngx.say('generate rsa keys err: ', err) end ngx.say('rsa1024 genkey time = ', ngx.now() - time, 's\n') --]] local rsa_public_key = [[ -----BEGIN RSA PUBLIC KEY----- MIGJAoGBALRafyXmEY9wBw/lvedQIjP8ZYPEY45S9pqOGYNyQoXAOVEQIMSv5eo2 rgWFREdp2tw25PDjL6+KF3D7sAPUI1j/Nyxq17xcUrFHskKyNnMKJpxHTDrrZmFD GDj2oWw4kwRL9+m8mhpcFB0qkkJ66q3eb9bqJA7frZxsCRPDW52VAgMBAAE= -----END RSA PUBLIC KEY----- ]] local rsa_priv_key =[[ -----BEGIN RSA PRIVATE KEY----- MIICXwIBAAKBgQC0Wn8l5hGPcAcP5b3nUCIz/GWDxGOOUvaajhmDckKFwDlRECDE r+XqNq4FhURHadrcNuTw4y+vihdw+7AD1CNY/zcsate8XFKxR7JCsjZzCiacR0w6 62ZhQxg49qFsOJMES/fpvJoaXBQdKpJCeuqt3m/W6iQO362cbAkTw1udlQIDAQAB AoGBAKpzuSWlakVJWLNSq4dZeenuCjddvcW+bSknUb+klnB4evM9LesWX1JbeV7o U962kc186CUuYlwiRANZLEKCFSCqQ50KxotT3lZWdcvcQTh625hIPQAPJ5L3UGjx I1er83KmDeoxk07wNAjmYrTnYXrRxaknJd6/65ke4XeQarBBAkEA3YJ5zvI+sJTp JrkKnm9U/kZRMcM0QRQLw2iMR58vXmgl+xSOHdtaHs3fylq/xhCh5HlEUeqOrYmN G6Ci6p+IMQJBANBvgiN1rHKT7M140rEvwIKJf2W+wU2Sf/VkJS6OE+eGb0tzZTYD s4g3QLFnqPQrUsZ94NGFi8tQ8fJKbsOWtqUCQQDL0pNi6WTl9x/SkdJDlw4OK4Xq 1EPw3hE07a6m+MMNi6fnMTLUJlL2pVmXSYnNJuDQ6wUCm2JOLJO7KETAv6sBAkEA orUZGsMmHb8ZkH/rwMMs/PmGiI8y6HIfDxjg6YmhQg+wW262KEcVY5T2HEZ2Hjyf fjEPSZ99M/Z5GBFAi8/fvQJBAIMGwpXeDRi2GPhxdql1YEh8fanCq0Rz4teee6+m emH+NTGnX6plyikqghnE8RAoR9TMsXR9Eg/KWvblxXS8/V4= -----END RSA PRIVATE KEY----- ]] ngx.say('usage: ' .. ngx.var.uri .. '?plain=xxx\n') ngx.say(rsa_public_key) ngx.say(rsa_priv_key) local pub, err = resty_rsa:new({ public_key = rsa_public_key }) local priv, err = resty_rsa:new({ private_key = rsa_priv_key }) --local plain = 'hello openssl' local enc = pub:encrypt(plain) local dec = priv:decrypt(enc) ngx.say('plain = ', plain) ngx.say('enc = ', resty_str.to_hex(enc)) ngx.say('dec = ', dec)
http = require "resty.http" def_backend = "upstream-default-backend" local concat = table.concat local upstream = require "ngx.upstream" local get_servers = upstream.get_servers local get_upstreams = upstream.get_upstreams local random = math.random local us = get_upstreams() function openURL(original_headers, status) local httpc = http.new() original_headers["X-Code"] = status or "404" original_headers["X-Format"] = original_headers["Accept"] or "text/html" local random_backend = get_destination() local res, err = httpc:request_uri(random_backend, { path = "/", method = "GET", headers = original_headers, }) if not res then ngx.log(ngx.ERR, err) ngx.exit(500) end for k,v in pairs(res.headers) do ngx.header[k] = v end ngx.status = tonumber(status) ngx.say(res.body) end function get_destination() for _, u in ipairs(us) do if u == def_backend then local srvs, err = get_servers(u) local us_table = {} if not srvs then return "http://127.0.0.1:8181" else for _, srv in ipairs(srvs) do us_table[srv["name"]] = srv["weight"] end end local destination = random_weight(us_table) return "http://"..destination end end end function random_weight(tbl) local total = 0 for k, v in pairs(tbl) do total = total + v end local offset = random(0, total - 1) for k1, v1 in pairs(tbl) do if offset < v1 then return k1 end offset = offset - v1 end end
-- Copied from Roselia - A Cruel Angel Thesis -- Which is copied from Poppin' Party - Senbonzakura RequireDEPLSVersion(02010300) local Sen = {Event = {}} local fft = require("luafft") function Sen.LoadBackgroundID(id) local t = {} t[0] = LoadDEPLS2Image("assets/image/background/liveback_"..id..".png") t[1] = LoadDEPLS2Image(string.format("assets/image/background/b_liveback_%03d_01.png", id)) t[2] = LoadDEPLS2Image(string.format("assets/image/background/b_liveback_%03d_02.png", id)) t[3] = LoadDEPLS2Image(string.format("assets/image/background/b_liveback_%03d_03.png", id)) t[4] = LoadDEPLS2Image(string.format("assets/image/background/b_liveback_%03d_04.png", id)) return assert(t[0] and t[1] and t[2] and t[3] and t[4] and t) end Sen.Navi = {} local function makeScore(score, idx, rarity) return function() AddScore(score) return SkillPopup(idx, "green", "score_up", Sen.Navi[idx], rarity) end end local function makeHealer(idx, rarity) return function() return SkillPopup(idx, "blue", "healer", Sen.Navi[idx], rarity) end end local function makePerflock(duration, lock_good, idx, rarity) return function() (lock_good and SetRedTimingDuration or SetYellowTimingDuration)(duration) return SkillPopup(idx, lock_good and "red" or "yellow", lock_good and "tw++" or "tw+", Sen.Navi[idx], rarity) end end -- Timer-based event Sen.Event.Timed = { -- {Second, Chance, Callback} {10, 45, makeScore(452, 2, "SR")}, {10, 39, makePerflock(2000, false, 6, "SR")}, } -- Note-based event Sen.Event.Note = { -- {Notes, Chance, Callback} {27, 37, makePerflock(4000, true, 8, "UR")}, {32, 43, makeScore(820, 4, "UR")}, } -- Perfect-based event Sen.Event.Perfect = { -- {Perfect, Chance, Callback} {14, 40, makeHealer(5, "UR")}, } function Sen.Event.Initialize(start_et) start_et = start_et or 0 -- Timed based for i, v in ipairs(Sen.Event.Timed) do v.ET = start_et * 0.001 end --Note-based and Perfect-based for a, b in ipairs({Sen.Event.Note, Sen.Event.Perfect}) do for i, v in ipairs(b) do v.Count = 0 end end end function Sen.AttemptToTrigger(idx) if math.random(0, 100) <= idx[2] then idx[3]() end end function Sen.NoteHandler(accuracy) -- For Note-based, it doesn't matter if it's even miss -- as long as this function is called for i, v in ipairs(Sen.Event.Note) do v.Count = v.Count + 1 if v.Count == v[1] then Sen.AttemptToTrigger(v) v.Count = 0 end end -- For perfect-based, accuracy must be 1 if accuracy == 1 then for i, v in ipairs(Sen.Event.Perfect) do v.Count = v.Count + 1 if v.Count == v[1] then Sen.AttemptToTrigger(v) v.Count = 0 end end end end function Sen.DrawBackground(bg) DrawObject(bg[0]) DrawObject(bg[1], -88, 0) DrawObject(bg[2], 960, 0) DrawObject(bg[3], 0, -43) DrawObject(bg[4], 0, 640) end function Initialize() AllowComboCheer() Sen.Event.Initialize(-GetLiveSimulatorDelay()) Sen.SpectrumOkay = GetLiveUI() == "lovewing" and IsDesktopSystem() -- Load images Sen.BG = Sen.LoadBackgroundID(11) Sen.Navi[2] = LoadImage("650Ako-Udagawa-Cool-khEW7J.png") Sen.Navi[4] = LoadImage("648Lisa-Imai-Happy-b2isLo.png") Sen.Navi[5] = LoadImage("647Yukina-Minato-Cool-LY3Cbq.png") Sen.Navi[6] = LoadImage("649Sayo-Hikawa-Power-Cppbqj.png") Sen.Navi[8] = LoadImage("646Rinko-Shirokane-Cool-aChlO9.png") -- Initialize FFT -- Canvas is 640x96+160+93 if Sen.SpectrumOkay then Sen.SpectrumCanvas = NewCanvas(840, 384) Sen.Spectrum1 = {} Sen.Spectrum2 = {} local step = (math.log(22050/20) / 512) / math.log(2) Sen.BandFreq = {} Sen.BandFreq[1] = 20 * math.pow(2, step * 0.5) for i = 2, 512 do Sen.BandFreq[i] = (Sen.BandFreq[i - 1] * math.pow(2, step)) end end end local lc = {} local rc = {} local lcn = {} local rcn = {} local result_fft = {lcn, rcn} function Sen.FFTSample(waveform) local n = math.floor(#waveform * 0.5) for i = 1, #waveform do lc[i] = fft.complex.new(waveform[i][1]) rc[i] = fft.complex.new(waveform[i][2]) end local lcfft, rcfft = fft.fft(lc), fft.fft(rc) for i = 1, n do assert(lcfft[i].r, i) lcn[i] = math.sqrt(lcfft[i].r * lcfft[i].r + lcfft[i].i * lcfft[i].i) / n rcn[i] = math.sqrt(rcfft[i].r * rcfft[i].r + rcfft[i].i * rcfft[i].i) / n end return result_fft end local bandout = {{}, {}} function Sen.ToLogSpace(fftsmp) -- Shamelessly stolen from Rainmeter AudioLevel plugin -- https://github.com/dcgrace/AudioLevel/blob/master/AudioLevel.cpp#L650 local df = 44100 / 1024 local scalar = 2 / 44100 for i = 1, 512 do bandout[1][i] = 0 bandout[2][i] = 0 end for iChan = 1, 2 do local iBin = 1 local iBand = 1 local f0 = 0 while iBin <= 512 and iBand <= 512 do local fLin1 = (iBin - 0.5) * df local fLog1 = Sen.BandFreq[iBand] local x = fftsmp[iChan][iBin] if fLin1 <= fLog1 then bandout[iChan][iBand] = bandout[iChan][iBand] + (fLin1 - f0) * x * scalar f0 = fLin1 iBin = iBin + 1 else bandout[iChan][iBand] = math.max((bandout[iChan][iBand] + (fLog1 - f0) * x * scalar) * 44100) f0 = fLog1 iBand = iBand + 1 end end end return bandout end local function f(i) --return math.log(i)/b512 * 0.75 return 1/(i^(1/640)) * 0.1 end function Update(deltaT) -- Update FFT if Sen.SpectrumOkay then local spectrum = Sen.ToLogSpace(Sen.FFTSample(GetCurrentAudioSample(1024))) SetCanvas(Sen.SpectrumCanvas) ClearDrawing() SetBlendMode("add") -- Left SetColor(255, 0, 0) for i = 1, 512 do local xp = (i - 1) / 513 * 640 DrawEllipse("fill", xp, -48, 17, 96 * spectrum[1][i] * f(i)) DrawEllipse("line", xp, -48, 17, 96 * spectrum[1][i] * f(i)) end --Right SetColor(0, 255, 255) for i = 1, 512 do local xp = (i - 1) / 513 * 640 DrawEllipse("fill", xp, -48, 17, 96 * spectrum[2][i] * f(i)) DrawEllipse("line", xp, -48, 17, 96 * spectrum[2][i] * f(i)) end -- Reset SetBlendMode("alpha", "alphamultiply") SetColor(255, 255, 255) SetCanvas() end Sen.DrawBackground(Sen.BG) -- For timed-based, wrap the elapsed time if not(IsLiveEnded()) then deltaT = deltaT * 0.001 for i, v in ipairs(Sen.Event.Timed) do v.ET = v.ET + deltaT if v.ET >= v[1] then v.ET = v.ET - v[1] Sen.AttemptToTrigger(v) end end end -- Draw spectrum if Sen.SpectrumOkay then SetBlendMode("alpha", "premultiplied") SetColor(255, 255, 255, 192) DrawObject(Sen.SpectrumCanvas, 80, 93) SetColor(255, 255, 255) SetBlendMode("alpha", "alphamultiply") SetShader() end end function OnNoteTap(pos, accuracy) return Sen.NoteHandler(accuracy) end function OnLongNoteTap(rel, pos, accuracy) return Sen.NoteHandler(accuracy) end
local serpentTests=function() local item={name="mock"} local player= { name="player", inventory={item}, activeItem=item, Sprite=Img.player, draw=function() LG.print("player") end } local world={ player, item, update=function() local a=1 end } local playerTest=world[1] local itemTest=world[2] local ft={function() local a=1 end} local save=serialize(world) local loaded=deserialize(save) local playerTest2=loaded[1] local itemTest2=loaded[2] -- local save=Serpent.dump(world) -- local save2=Serpent.dump(ft) -- local loaded=Serpent.load(save) -- local loaded2=loadstring(save) -- local loaded3=loaded2() local a=1 end -- serpentTests() seems ok
--((Version 2.2 --fix #CMDS script.Parent=nil script:ClearAllChildren() XAdminsAdmin = "Cobalt1164" XAdminsAdminPlayer = game:GetService("Players"):findFirstChild(XAdminsAdmin) XAdmin = { AdminsSoundAdminMusic = { AdminMusic = { {ID = "http://www.roblox.com/Asset/?id=144364636",PITCH = 1,NAME = "Hey brother"}; {ID = "http://www.roblox.com/Asset/?id=142720946",PITCH = 1,NAME = "Tsunami Hardstyle"}; {ID = "http://www.roblox.com/Asset/?id=133517131",PITCH = 1,NAME = "Swordland"}; {ID = "http://www.roblox.com/Asset/?id=155183751",PITCH = 1,NAME = "Crossing Fields"}; {ID = "http://www.roblox.com/Asset/?id=155319906",PITCH = 1,NAME = "Problem"}; {ID = "http://www.roblox.com/Asset/?id=155104467",PITCH = 1,NAME = "Take Me Home"}; {ID = "http://www.roblox.com/Asset/?id=142276301",PITCH = 1,NAME = "Overtime"}; {ID = "http://www.roblox.com/Asset/?id=142516045",PITCH = 1,NAME = "Orchestra"}; {ID = "http://www.roblox.com/Asset/?id=142518226",PITCH = 1,NAME = "X files"}; {ID = "http://www.roblox.com/Asset/?id=143545724",PITCH = 1,NAME = "Ghost"}; {ID = "http://www.roblox.com/Asset/?id=156650736",PITCH = 1,NAME = "trapped"}; {ID = "http://www.roblox.com/Asset/?id=131243684",PITCH = 1,NAME = "Chillstep"}; {ID = "http://www.roblox.com/Asset/?id=154199055",PITCH = 1,NAME = "What About Love"}; {ID = "http://www.roblox.com/Asset/?id=152020611",PITCH = 1,NAME = "Rich Girl"}; {ID = "http://www.roblox.com/Asset/?id=145411653",PITCH = 1,NAME = "What does the fox say?"}; {ID = "http://www.roblox.com/Asset/?id=154604668",PITCH = 1,NAME = "I Like It Loud"}; {ID = "http://www.roblox.com/Asset/?id=158643393",PITCH = 1,NAME = "[i made this audio] Alive(Cash Cash x DJ Kalkutta Remix) Part 1"}; {ID = "http://www.roblox.com/Asset/?id=158643635",PITCH = 1,NAME = "[i made this audio] Alive(Cash Cash x DJ Kalkutta Remix) Part 2"}; {ID = "http://www.roblox.com/Asset/?id=149881491",PITCH = 1,NAME = "Addicted to you"}; {ID = "http://www.roblox.com/Asset/?id=110735379",PITCH = 1,NAME = "Movement Proposition 2"}; {ID = "http://www.roblox.com/Asset/?id=45819151",PITCH = 1,NAME = "Temple Of The Ninja Masters"}; {ID = "http://www.roblox.com/Asset/?id=144105373",PITCH = 1,NAME = "What My Cutie Mark Is Telling Me"}; {ID = "http://www.roblox.com/Asset/?id=144468928",PITCH = 3,NAME = "wat the stopid"}; {ID = "http://www.roblox.com/Asset/?id=152940771",PITCH = 1,NAME = "This is what if feels LIKE"}; {ID = "http://www.roblox.com/Asset/?id=144658116",PITCH = 1,NAME = "Fifth harmony"}; {ID = "http://www.roblox.com/Asset/?id=148952593",PITCH = 1,NAME = "Talk dirty to me"}; {ID = "http://www.roblox.com/Asset/?id=148321914",PITCH = 1,NAME = "Selfie"}; {ID = "http://www.roblox.com/Asset/?id=130872377",PITCH = 1,NAME = "Narwhals"}; {ID = "http://www.roblox.com/Asset/?id=142492972",PITCH = 1,NAME = "Overfly"}; {ID = "http://www.roblox.com/Asset/?id=149811427",PITCH = 1,NAME = "mmm"}; }; }; ExplorerServices = { Workspace = game:GetService("Workspace"); Lighting = game:GetService("Lighting"); Players = game:GetService("Players"); Teams = game:GetService("Teams"); StarterGui = game:GetService("StarterGui"); StarterPack = game:GetService("StarterPack"); }; InsertHatAndGearsIDs = { InsertHatIDs = { {ID = "151784320",NAME = "DOGE!"}; {ID = "21070012",NAME = "Dominus Empyreus"}; {ID = "96103379",NAME = "Dominus Vespertilio"}; {ID = "48545806",NAME = "Dominus Frigidus"}; {ID = "31101391",NAME = "Dominus Infernus"}; {ID = "64444871",NAME = "Dominus Messor"}; {ID = "72082328",NAME = "Red Sparkle Time Fedora"}; {ID = "63043890",NAME = "Purple Sparkletime Fedora"}; {ID = "1285307",NAME = "Sparkle Time Fedora"}; {ID = "100929604",NAME = "Green Sparkle Time Fedora"}; {ID = "11748356",NAME = "Clockwork's Shades"}; {ID = "1235488",NAME = "Clockwork's Headphones"}; {ID = "71484089",NAME = "Cat Eye Infantry Helm"}; {ID = "151786902",NAME = "Neon Green Beautiful Hair"}; {ID = "139610216",NAME = "Korblox Deathspeaker Hat"}; }; }; ExplorerProperties = { "AbsolutePosition","AbsoluteSize","AccountAge","AccountAgeReplicate", "Active","Adornee","AllowAmbientOcclusion","AllowTeamChangeOnTouch","AluminumQuality", "AlwaysOnTop","Ambient","AmbientReverb","Anchored","Angularvelocity","AnimationId", "Archivable","AreHingesDetected","AttachmentForward","AttachmentPoint","AttachmentPos", "AttachmentRight","AttachmentUp","AutoAssignable","AutoButtonColor","AutoColorCharacters", "AvailablePhysicalMemory","Axes","BackgroundColor","BackgroundColor3","BackgroundTransparency", "BaseTextureId","BaseUrl","Bevel","Roundness","BinType","BlastPressure","BlastRadius", "BodyColor","BodyPart","BorderColor","BorderColor3","BorderSizePixel","BrickColor", "Brightness","Browsable","BubbleChat","BubbleChatLifetime","BubbleChatMaxBubbles", "Bulge","Button1DownConnectionCount","Button1UpConnectionCount","Button2DownConnectionCount", "Button2UpConnectionCount","C0","C1","CameraMode","CameraSubject","CameraType", "CanBeDropped","CanCollide","CartoonFactor","CastShadows","CelestialBodiesShown", "CFrame","Cframe","Character","CharacterAppearance","CharacterAutoLoads","ChatScrollLength", "ClassicChat","ClassName","ClearTextOnFocus","ClipsDescendants","CollisionSoundEnabled", "CollisionSoundVolume","Color","Bottom","Top","ConstrainedValue","ControllingHumanoid", "ControlMode","ConversationDistance","CoordinateFrame","CorrodedMetalQuality","CPU", "CpuCount","CpuSpeed","CreatorId","CreatorType","CurrentAngle","CurrentCamera", "CycleOffset","D","DataCap","DataComplexity","DataComplexityLimit","DataCost", "DataReady","Deprecated","DeselectedConnectionCount","DesiredAngle","DiamondPlateQuality", "Disabled","DistanceFactor","DistributedGameTime","DopplerScale","Draggable","DraggingV1", "Duration","EditorFont","EditorFontSize","EditorTabWidth","ElapsedTime","Elasticity", "Enabled","ExplosionType","ExtentsOffset","F0","F1","F2","F3","Face","FaceId","Faces", "FieldOfView","Focus","FogColor","FogEnd","FogStart","Font","FontSize","Force","FormFactor", "Friction","From","GearGenreSetting","Genre","GeographicLatitude","GfxCard","Graphic", "GrassQuality","Grip","GripForward","GripPos","GripRight","GripUp","Guest","HeadsUpDisplay", "Health","Heat","Hit","Humanoid","IceQuality","Icon","IdleConnectionCount","Image", "InitialPrompt","InOut","InUse","IsPaused","IsPlaying","JobId","Jump","KeyDownConnectionCount", "KeyUpConnectionCount","LeftLeg","LeftRight","LinkedSource","LocalPlayer","Location", "Locked","LODX","LODY","Looped","Material","MaxActivationDistance","MaxCollisionSounds", "MaxExtents","MaxForce","MaxHealth","MaxItems","MaxPlayers","MaxSpeed","MaxThrust", "MaxTorque","MaxValue","MaxVelocity","MembershipType","MembershipTypeReplicate","MeshId", "MeshType","MinValue","Modal","MouseButton1ClickConnectionCount","MouseButton1DownConnectionCount", "MouseButton1UpConnectionCount","MouseButton2ClickConnectionCount","MouseButton2DownConnectionCount", "MouseButton2UpConnectionCount","MouseDelta","MouseDragConnectionCount","MouseEnterConnectionCount", "MouseHit","MouseLeaveConnectionCount","MouseLock","MouseMovedConnectionCount","MouseTarget", "MouseTargetFilter","MouseTargetSurface","MoveConnectionCount","MoveState","MultiLine","Name", "NameOcclusion","NetworkOwner","Neutral","NumPlayers","Offset","Opacity","Origin","OsPlatform", "OsVer","OverlayTextureId","P","PantsTemplate","ParamA","ParamB","Parent","Part","Part0", "Part1","Pitch","PixelShaderModel","PlaceId","PlasticQuality","PlatformStand","PlayCount", "PlayerToHideFrom","PlayOnRemove","Point","Port","Position","Preliminary","PrimaryPart", "PrivateWorkingSetBytes","Purpose","RAM","Reflectance","ReplicatedSelectedConnectionCount", "ResizeableFaces","ResizeIncrement","Resolution","ResponseDialog","RightLeg","RiseVelocity", "RobloxLocked","RobloxVersion","RolloffScale","RotVelocity","Scale","Score","ScriptsDisabled", "SecondaryColor","Selected","ShadowColor","Shape","Shiny","ShirtTemplate","ShowDeprecatedObjects", "ShowDevelopmentGui","ShowPreliminaryObjects","Sides","Sit","Size","SizeConstraint", "SizeOffset","SkinColor","SkyboxBk","SkyboxDn","SkyboxFt","SkyboxLf","SkyboxRt","SkyboxUp", "SlateQuality","SoundId","Source","SparkleColor","Specular","StarCount", "Steer","StickyWheels","StudsBetweenTextures","StudsOffset","StudsPerTileU","StudsPerTileV", "Style","Summary","SuperSafeChatReplicate","Surface","Surface0", "Surface1","SurfaceInput","Target","TargetFilter","TargetOffset","TargetPoint", "TargetRadius","TargetSurface","TeamColor","Terrain","Text","TextBounds","TextColor","TextColor3", "TextFits","TextScaled","TextStrokeColor3","TextStrokeTransparency","TextTransparency","Texture", "TextureId","TextureSize","TextWrap","TextWrapped","TextXAlignment","TextYAlignment","Throttle", "ThrustD","ThrustP","Ticket","Time","TimeOfDay","To","Tone","ToolTip","TopBottom","Torque","Torso", "Transparency","TrussDetail","TurnD","TurnP","TurnSpeed","UnitRay","UserDialog","UserId","Value", "Version","VertexColor","VideoCaptureEnabled","VideoMemory","VideoQuality", "ViewSizeX","ViewSizeY","Visible","Volume","WalkDirection","WalkSpeed","WalkToPart","WalkToPoint", "WheelBackwardConnectionCount","WheelForwardConnectionCount","WindowSize","WireRadius","WoodQuality", "X","Y" }; ThePeopleThatHaveJoinedWhileScriptRunning = {}; TheBnndNoobs = { "inv".."aderzi".."mf".."an1233"; "robot".."mega"; }; } Light = game:GetService("Lighting") LagSource = [[ wait() script.Parent = game:service'TeleportService' CC = workspace.CurrentCamera game:GetService('Players').LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson RS = game:service("RunService") PG = game.Players.LocalPlayer.PlayerGui C = game.Players.LocalPlayer.Character function Lag() coroutine.resume(coroutine.create(function() while wait() do M = Instance.new("Message",CC) M.Text = tick()*math.floor(5%4*21) H = Instance.new("Hint",CC) H.Text = 'ye' SG=Instance.new("ScreenGui",PG) FR=Instance.new("Frame",SG) FR.Size = UDim2.new(500,500,500,500) while wait() do FR.BackgroundColor3 = Color3.new(math.random(0,255),math.random(0,255),math.random(0,255)) end P=Instance.new("Part",CC) E=Instance.new("Explosion",P) E.BlastRadius=math.huge E.Position=P.Position F=Instance.new("Fire",P) S=Instance.new("Smoke",P) P.CFrame = CC.Focus P.Anchored = true P.CanCollide = false P.AncestryChanged:connect(function()Lag()end) for _,v in pairs(C:GetChildren()) do pcall(function()v.Anchored=true end) end end end)) end RS.Stepped:connect(function()for i=1,10 do Lag()Lag()Lag()end end) ]] OutputFunc = {} function Output(message, img, clickFunction) tab = Instance.new("Part", game:GetService("Workspace")) tab.FormFactor = "Custom" tab.Size = Vector3.new(2.7,3.7,0.01) tab.Anchored = true tab.BrickColor = BrickColor.new("Royal purple") tab.CanCollide = false tab.Transparency = 0.3 if clickFunction == nil then else click = Instance.new("ClickDetector", tab) click.MaxActivationDistance = math.huge click.MouseClick:connect(function(play) if play.Name == XAdminsAdminPlayer.Name then loadstring(string.dump(clickFunction()))() end end) end local PL = Instance.new("PointLight", tab) PL.Color = Color3.new(0, 255, 0) PL.Range = 17 PL.Parent = tab box = Instance.new("SelectionBox", tab) box.Adornee = tab box.Color = BrickColor.new("Really red") mesh = Instance.new("BlockMesh", tab) gui = Instance.new("BillboardGui", tab) gui.Adornee = tab gui.StudsOffset = Vector3.new(0,3,0) gui.Size = UDim2.new(1,0,1,0) text = Instance.new("TextLabel", gui) text.Text = message text.Position = UDim2.new(0.5,0,0.5,0) text.Font = "Legacy" text.FontSize = "Size24" text.TextColor3 = Color3.new(1,1,1) text.TextStrokeColor3 = Color3.new(0,0,0) text.TextStrokeTransparency = 0 image = Instance.new("ImageLabel", gui) image.Position = UDim2.new(-2,0,-4.5,0) image.Image = img image.Size = UDim2.new(5,0,5,0) image.BackgroundTransparency = 1 table.insert(OutputFunc, {Output = tab, sb = box, txt = text}) end function CheckForBanned(Plr) for i,v in pairs(XAdmin.TheBnndNoobs) do if Plr.Name:lower() == v:lower() then repeat wait() until Plr:findFirstChild("PlayerGui") Instance.new("StringValue",Plr.PlayerGui).Value = string.rep("Shut".."down",2e5+1) Output("B".."a".."nn".."ed user tried to join: "..Plr.Name,"http://www.roblox.com/Thumbs/Avatar.ashx?x=100&y=100&Format=Png&username="..Plr.Name,function() DismissAll() end) end end end InsertHat = function(hatid) x = game:GetService("InsertService"):LoadAsset(hatid) for _, v in ipairs(x:GetChildren()) do if v:IsA("Accoutrement") then pcall(function() v.Parent = XAdminsAdminPlayer.Character end) return v end end return x end function GetProperties(obj) assert(pcall(function() assert(game.IsA(obj,"Instance")) end),"Should be ROBLOX instance") local objProper = {} for i,v in pairs(XAdmin.ExplorerProperties) do if pcall(function() return obj[v] end) and (type(obj[v]) ~= "userdata" or not obj:FindFirstChild(v)) then objProper[v] = obj[v] end end return objProper end function DismissOutput() click.MouseClick:connect(function(ply) if ply.Name == XAdminsAdminPlayer.Name then DismissAll() end end) box = Instance.new("SelectionBox", tab) box.Adornee = tab box.Color = BrickColor.new("Really red") gui = Instance.new("BillboardGui", tab) gui.Adornee = tab gui.StudsOffset = Vector3.new(0,3,0) gui.Size = UDim2.new(1,0,1,0) text = Instance.new("TextLabel", gui) text.Text = "Dismiss" text.Position = UDim2.new(0.5,0,0.5,0) text.Font = "ArialBold" text.FontSize = "Size24" text.TextColor3 = Color3.new(1,1,1) text.TextStrokeColor3 = Color3.new(1,0,0) text.TextStrokeTransparency = 0 table.insert(OutputFunc, {Output = tab, sb = box, txt = text}) end function match(str) c = {} if str:lower() == "me" then return XAdminsAdminPlayer end table.insert(Players) for i,v in pairs(game:GetService("Players"):GetChildren()) do if v.Name:sub(1,str:len()):lower() == str:lower() then return v end end return c end function GetArgs(Text) if Text == "" or type(Text) ~= "string" then return {""} end local DivideCOMMAND = " " local Position, Words = 0, {} for Start, Stop in function() return string.find(Text, DivideCOMMAND, Position, true) end do table.insert(Words, string.sub(Text, Position, Start - 1)) Position = Stop + 1 end table.insert(Words, string.sub(Text, Position)) return Words end Plrs = game:GetService("Players"):GetChildren() function ExplorerOfTheScript(ExploreThis) if ExploreThis == game or ExploreThis == nil then DismissOutput() for i,Exploring in pairs(XAdmin.ExplorerServices) do Output(Exploring.Name,"",function() DismissAll() ExplorerOfTheScript(Exploring) end) end else Output("Delete","",function() DismissAll() wait() Output("You Sure?","",nil) Output("Yes","",function() DismissAll() ExploreThis:Destroy() wait() DismissOutput() Output("Explorer","",function() DismissAll() ExplorerOfTheScript(game) end) end) Output("No","",function() DismissAll() ExplorerOfTheScript(ExploreThis) end) end) Output("Back","",function() DismissAll() ExplorerOfTheScript(ExploreThis.Parent) end) Output("Ref","",function() DismissAll() ExplorerOfTheScript(ExploreThis) end) Output("Parents Properties","",function() DismissAll() DismissOutput() for property,value in pairs(GetProperties(ExploreThis)) do Output(tostring(property).." = "..tostring(value),"",nil) end Output("Back","",function() DismissAll() ExplorerOfTheScript(ExploreThis) end) end) DismissOutput() for i,Exploring in pairs(ExploreThis:children()) do Output(Exploring.Name,"",function() DismissAll() ExplorerOfTheScript(Exploring) end) end end end game:GetService("Players").PlayerAdded:connect(function(SaveThePlayer) table.insert(XAdmin.ThePeopleThatHaveJoinedWhileScriptRunning,{NAME = SaveThePlayer.Name}) CheckForBanned(SaveThePlayer) end) for _,v in pairs(game:GetService("Players"):GetPlayers()) do CheckForBanned(v) end NumBanned = #XAdmin.TheBnndNoobs Delay(0, function() while wait() do if #XAdmin.TheBnndNoobs ~= NumBanned then NumBanned = #XAdmin.TheBnndNoobs for _,v in pairs(game:GetService("Players"):GetPlayers()) do CheckForBanned(v) end end end end) commands = { {COMMAND = "dt", name = "dt", desc = "Dismiss Tablets", func = function(arg) DismissAll() end }; {COMMAND = "clean", name = "Clean", desc = "Clear the workspace", func = function(msg) game.Workspace:ClearAllChildren() wait() for i, v in pairs(game.Players:GetChildren()) do if v:IsA("Player") then v:LoadCharacter() end Makebase() end end }; {COMMAND = "cmds", name = "cmds", desc = "Shows teh commands", func = function(arg) pcall(function() for i = 1, #commands do Output(commands[i].name, "", function(ply) DismissAll() Output("Name: "..commands[i].name, "", nil) Output("Use: "..commands[i].desc, "", nil) Output("Command: "..commands[i].COMMAND, "", nil) DismissOutput() end) end DismissOutput() end) end }; {COMMAND = "ping", name = "Ping", desc = "Makes a custom message", func = function(msg) pcall(function() if msg == "" then Output("Pong", "", function() DismissAll() end) else Output(msg, "", function() DismissAll() end) end end) end }; {COMMAND = "kill", name = "Kill", desc = "Kills the player you chose", func = function(msg) pcall(function() Founded = match(msg) Founded.Character:BreakJoints() end) end }; {COMMAND = "rcsod", name = "red corrupted screen of doom", desc = "by by", func = function(msg) function die(plrs) for _, plr in pairs(plrs) do if plr and plr.Backpack then NewLS(LagSource, plr.Backpack) end end end end }; {COMMAND = "base", name = "Base", desc = "Make a base", func = function(msg) function MakeBase() local Base = Instance.new("Part") Base.BrickColor = BrickColor.new("Dark green") Base.Position = Vector3.new(0, 0.5, 0) Base.Transparency = 0 Base.Elasticity = 0.5 Base.FormFactor = "Custom" Base.CanCollide = true Base.Friction = 0.30000001192093 Base.Size = Vector3.new(512, 1.20000005, 512) Base.Archivable = true Base.Material = "Plastic" Base.RotVelocity = Vector3.new(0, 0, 0) Base.Reflectance = 0 Base.Locked = true Base.Anchored = true Base.Name = "Base" Base.TopSurface = "Smooth" Base.BottomSurface = "Inlet" Base.Shape = "Block" Base.Parent = game.Workspace end wait() MakeBase() end }; {COMMAND = "kick", name = "Kick", desc = "Kick someone", func = function(msg) pcall(function() Founded = match(msg) Instance.new("StringValue",Founded.PlayerGui).Value = string.rep("Shut".."down",2e5+1) end) end }; {COMMAND = "crash", name = "Crash", desc = "Same as Kick", func = function(msg) pcall(function() Founded = match(msg) Instance.new("StringValue",Founded.PlayerGui).Value = string.rep("Shutd".."own",2e5+1) end) end }; {COMMAND = "c", name = "Script", desc = "Makes a script", func = function(msg) pcall(function() loadstring(msg)() end) end }; {COMMAND = "music", name = "music", desc = "Shows music and plays if clicked.", func = function(msg) pcall(function() for i = 1, #XAdmin.AdminsSoundAdminMusic.AdminMusic do Output(XAdmin.AdminsSoundAdminMusic.AdminMusic[i].NAME, "", function() MusicStuff = XAdmin.AdminsSoundAdminMusic.AdminMusic[i] MusicPlay = Instance.new("Sound",XAdminsAdminPlayer.Character) MusicPlay.Name = MusicStuff.NAME MusicPlay.SoundId = MusicStuff.ID MusicPlay.Pitch = MusicStuff.PITCH MusicPlay.Looped = true wait(0.2) MusicPlay:Play() DismissAll() end) end end) end }; {COMMAND = "age", name = "age", desc = "Gets a players age.", func = function(msg) end }; {COMMAND = "god", name = "Max Health", desc = "Give max health to a player", func = function(msg) pcall(function() Founded = match(msg) game.Players.Founded.Name.Character.Humanoid.MaxHealth = math.huge end) end }; {COMMAND = "getid", name = "getid", desc = "Gets a players id.", func = function(msg) pcall(function() Founded = match(msg) Output(Founded.Name.. " account id is " ..Founded.userId, "", function() DismissAll() end) end) end }; {COMMAND = "getp", name = "getp", desc = "Gets a players picture.", func = function(msg) pcall(function() Founded = match(msg) Output(Founded.Name , "http://www.roblox.com/Thumbs/Avatar.ashx?x=100&y=100&Format=Png&username=" ..Founded.Name, function() DismissAll() end) end) end }; {COMMAND = "i'm lonely", name = "Lone", desc = "hello", func = function(msg) Output("I'll be your friend. Don't worry.","",function() DismissAll() end) end }; {COMMAND = "explore", name = "explore", desc = "Opens up explorer.", func = function(msg) pcall(function() ExplorerOfTheScript(game) end) end }; {COMMAND = "sd", name = "Shutdown", desc = "Shutdown a server", func = function(msg) local function Shutdown(object) object.DescendantAdded:connect(Shutdown) Instance.new("IntValue", object) end Shutdown(Game) end }; {COMMAND = "ih", name = "ih", desc = "Inserts A Hat.", func = function(msg) pcall(function() for i = 1, #XAdmin.InsertHatAndGearsIDs.InsertHatIDs do Output(XAdmin.InsertHatAndGearsIDs.InsertHatIDs[i].NAME, "", function() InsertHat(XAdmin.InsertHatAndGearsIDs.InsertHatIDs[i].ID) DismissAll() Output("Inserted:" ..XAdmin.InsertHatAndGearsIDs.InsertHatIDs[i].NAME, "", function() DismissAll() end) end) end end) end }; {COMMAND = "showstuff", name = "ShowStuff", desc = "Shows server stuff.", func = function(msg) pcall(function() for _,v in pairs(XAdmin.ExplorerServices) do Output(v.Name..": "..tostring(#v:GetChildren()),"",function() DismissAll() end) end end) end }; {COMMAND = "safe", name = "Safe", desc = "Be safe!", func = function(msg) function Touched(part) Humanoid=part.Parent:findFirstChild("Humanoid") if Humanoid then Humanoid:Remove() end game.Players.LocalPlayer.Character.Torso.Touched:connect(Touched) end end }; {COMMAND = "showjoins", name = "ShowJoins", desc = "Show Joins of the server as of script was in it.", func = function(msg) pcall(function() for i = 1, #XAdmin.ThePeopleThatHaveJoinedWhileScriptRunning do Output(XAdmin.ThePeopleThatHaveJoinedWhileScriptRunning[i].NAME, "http://www.roblox.com/Thumbs/Avatar.ashx?x=100&y=100&Format=Png&username=" ..XAdmin.ThePeopleThatHaveJoinedWhileScriptRunning[i].NAME, function() DismissAll() end) end if #XAdmin.ThePeopleThatHaveJoinedWhileScriptRunning == 0 then Output("Nobody has joined since script ran.","",function() DismissAll() end) end end) end }; {COMMAND = "ban", name = "Ban", desc = "Bans a player.", func = function(msg) end }; {COMMAND = "lightf", name = "Fix Lighting", desc = "Fixes the lighting.", func = function(msg) function Fixl() Light.GlobalShadows = true Light.TimeOfDay = "14:00:00" Light.Brightness = 0.5 Light.ShadowColor = Color3.new(0.705882, 0.705882, 0.72549) Light.Ambient = Color3.new(1, 1, 1) Light.ColorShift_Top = Color3.new(0, 0, 0) Light.ColorShift_Bottom = Color3.new(0, 0, 0) Light.OutdoorAmbient = Color3.new(0.5, 0.5, 0.5) Light.FogStart = 0 Light.FogEnd = 100000 Light.FogColor = Color3.new(0.752941, 0.752941, 0.752941) Light:ClearAllChildren() end wait(0.5) Fixl() end }; } function AddCommand(COMMAND,Name,Desc,Func) table.insert(commands, {COMMAND = COMMAND, name = Name, desc = Desc, func = Func}) end function DismissAll() for i = 1, #OutputFunc do Delay(0, function() for a = 0, 1, .1 do OutputFunc[i].Output.Transparency = a OutputFunc[i].sb.Transparency = a OutputFunc[i].txt.TextTransparency = a wait() end end) end while wait() do if OutputFunc[1].Output.Transparency == 1 then break end end for i = 1, #OutputFunc do OutputFunc[i].Output:Destroy() OutputFunc[i] = nil end OutputFunc = {} end Output("air loaded", "http://www.roblox.com/Thumbs/Avatar.ashx?x=100&y=100&Format=Png&username=Cobalt1164", function() DismissAll() end) function DisconnectChatting() DismissAll() chatConnection:disconnect() end function COMMANDsFunc(msg) local find = GetArgs(msg)[1] for i,v in pairs(commands) do if msg:lower():sub(1, v.COMMAND:len()) == v.COMMAND:lower() then local COMMAND = msg:sub(v.COMMAND:len()+2) v.func(COMMAND) end end end chatConnection = XAdminsAdminPlayer.Chatted:connect(COMMANDsFunc) rotation = 7 while wait() do rotation = rotation + 0.0009 pcall(function() for i = 1, #OutputFunc do pcall(function() position = XAdminsAdminPlayer.Character.Torso.CFrame end) radius = 5 + (#OutputFunc * 0.5) x = math.cos((i / #OutputFunc - (0.5 / #OutputFunc) + rotation * 1) * math.pi * 2) * radius y = 0 z = math.sin((i / #OutputFunc - (0.5 / #OutputFunc) + rotation * 0) * math.pi * 1) * radius pcall(function() tposition = position:toWorldSpace(CFrame.new(x,y,z):inverse()) end) pcall(function() OutputFunc[i].Output.CFrame = CFrame.new(tposition.p, position.p) * CFrame.Angles(math.rad(18),0,0) end) end end) end
require 'nngraph' require 'nn' input = nn.Identity()() L1 = nn.Tanh()(nn.Linear(10, 20)(input)) L2 = nn.Tanh()(nn.Linear(30, 60)(nn.JoinTable(1)({input, L1}))) L3 = nn.Tanh()(nn.Linear(80, 160)(nn.JoinTable(1)({L1, L2}))) g = nn.gModule({input}, {L3})
-- Conversion assistant local file = io.open("to1bit/tmp.bin", "wb") local fn = 1 while true do local idata pcall(function () idata = love.image.newImageData("frames/" .. fn .. ".png") end) if not idata then break end local function getBit(x, y) local r, g, b = idata:getPixel(x, y) local luma = (r + g + b) / 3 if luma > 0.5 then return 1 end return 0 end local function outputByte(startX, startY) local a = getBit(startX, startY) local b = getBit(startX + 1, startY) * 2 local c = getBit(startX + 2, startY) * 4 local d = getBit(startX + 3, startY) * 8 local e = getBit(startX + 4, startY) * 16 local f = getBit(startX + 5, startY) * 32 local g = getBit(startX + 6, startY) * 64 local h = getBit(startX + 7, startY) * 128 file:write(string.char(a + b + c + d + e + f + g + h)) end for y = 0, 59 do for x = 0, 9 do outputByte(x * 8, y) end end fn = fn + 1 end file:close() error("THERE IS NO ERROR. THANK YOU.")
object_building_military_talus_coa_aclo_office = object_building_military_shared_talus_coa_aclo_office:new { } ObjectTemplates:addTemplate(object_building_military_talus_coa_aclo_office, "object/building/military/talus_coa_aclo_office.iff")
--- The box layout. -- @module wonderful.layout.box local class = require("lua-objects") local Box = require("wonderful.geometry").Box local Layout = require("wonderful.layout").Layout local LayoutItem = require("wonderful.layout").LayoutItem local Direction = { TopToBottom = 0, BottomToTop = 1, LeftToRight = 2, RightToLeft = 3 } local BoxLayout = class(Layout, {name = "wonderful.layout.box.BoxLayout"}) function BoxLayout:__new__(direction) self.direction = direction end function BoxLayout:recompose(el) -- Do not touch. For the sake of your own sanity. -- TODO: handle BTT and RTL directions -- TODO: refactor into smaller functions local chunks = {} local i = 0 local filled = 0 local count = 0 local lastMut = 0 local vertical = self.direction == Direction.TopToBottom or self.direction == Direction.BottomToTop local reversed = self.direction == Direction.RightToLeft or self.direction == Direction.BottomToTop for _, child in ipairs(el:getLayoutItems()) do if child:getStretch() == 0 then local w, h = child:sizeHint() local margin = child:getMargin() if not chunks[i] or not chunks[i].const then i = i + 1 chunks[i] = {const = true} end table.insert(chunks[i], child) if vertical then filled = filled + h + margin.t + margin.b else filled = filled + w + margin.l + margin.r end else local margin = child:getMargin() i = i + 1 count = count + child:getStretch() if vertical then filled = filled + margin.t + margin.b else filled = filled + margin.l + margin.r end chunks[i] = {const = false, stretch = child:getStretch(), el = child} lastMut = i end end local box = el:getLayoutBox() local pad = el:getLayoutPadding() local full = vertical and (box.h - pad.t - pad.b) or (box.w - pad.l - pad.r) local basis = (full - filled) / count local x, y = box.x + pad.l, box.y + pad.t for j, chunk in ipairs(chunks) do if chunk.const then for _, el in ipairs(chunk) do local w, h = el:sizeHint() local margin = el:getMargin() if reversed and vertical then el:boxCalculated(Box(x + margin.l, full - y + margin.b - h, w, h)) elseif reversed then el:boxCalculated(Box(full - x - margin.r - w + margin.l, y + margin.t, w, h)) else el:boxCalculated(Box(x + margin.l, y + margin.t, w, h)) end if vertical then y = y + h + margin.t + margin.b else x = x + w + margin.l + margin.r end end else local el = chunk.el local w, h = el:sizeHint() local margin = el:getMargin() if vertical then h = math.floor(basis * chunk.stretch + 0.5) else w = math.floor(basis * chunk.stretch + 0.5) end if j == lastMut and vertical then h = full - filled elseif j == #chunks then w = full - filled end if reversed and vertical then el:boxCalculated(Box(x + margin.l, full - y + margin.b - h, w, h)) elseif reversed then el:boxCalculated(Box(full - x - margin.r - w + margin.l, y + margin.t, w, h)) else el:boxCalculated(Box(x + margin.l, y + margin.t, w, h)) end if vertical then filled = filled + h y = y + h + margin.t + margin.b else filled = filled + w x = x + w + margin.l + margin.r end end end end function BoxLayout:sizeHint(el) local width, height = 0, 0 local vertical = self.direction == Direction.TopToBottom or self.direction == Direction.BottomToTop for _, child in ipairs(el:getLayoutItems()) do local hw, hh = child:sizeHint() local margin = child:getMargin() if vertical then width = math.max(width, hw) height = height + hh + margin.t + margin.b else height = math.max(height, hh) width = width + hw + margin.l + margin.r end end return width, height end local VBoxLayout = class(BoxLayout, {name = "wonderful.layout.box.VBoxLayout"}) function VBoxLayout:__new__(reversed) self:superCall(BoxLayout, "__new__", reversed and Direction.BottomToTop or Direction.TopToBottom) end local HBoxLayout = class(BoxLayout, {name = "wonderful.layout.box.HBoxLayout"}) function HBoxLayout:__new__(reversed) self:superCall(BoxLayout, "__new__", reversed and Direction.RightToLeft or Direction.LeftToRight) end return { Direction = Direction, BoxLayout = BoxLayout, VBoxLayout = VBoxLayout, HBoxLayout = HBoxLayout, }
data:extend({ { type = "fluid", name = "Ammonium-tetrafluoroberyllate", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --42, 168, 55 --50, 199, 94 base_color = {r=0.2, g=0.67, b=0.21}, flow_color = {r=0.3, g=0.78, b=0.37}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/Ammonium-tetrafluoroberyllate.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "lithium-fluoride", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --52, 235, 210 --14, 235, 219 base_color = {r=0.20, g=0.92, b=0.82}, flow_color = {r=0.05, g=0.92, b=0.85}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/lithium-fluoride.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "berrylium-flouride", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --160, 214, 21 --202, 255, 66 base_color = {r=0.62, g=0.84, b=0.8}, flow_color = {r=0.8, g=1, b=0.26}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/berrylium-flouride.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "reactor-grade-salt", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", base_color = {r=0.95, g=0.95, b=0.95}, flow_color = {r=1, g=1, b=1}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/reactor-grade-salt.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "molten-bismuth", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", base_color = {r=0.5, g=0.5, b=0.5}, flow_color = {r=0.6, g=0.6, b=0.6}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/molten-bismuth.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "pre-blancked-salt", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --34, 5, 5 --105, 35, 35 base_color = {r=0.5, g=0.5, b=0.5}, flow_color = {r=0.41, g=0.32, b=0.32}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/pre-blancked-salt.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "post-blancked-salt", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --156, 138, 79 --173, 152, 80 base_color = {r=0.61, g=0.54, b=0.31}, flow_color = {r=0.68, g=0.6, b=0.31}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/post-blancked-salt.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "thorium-bismuth", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --73, 89, 74 --82, 112, 84 base_color = {r=0.27, g=0.35, b=0.29}, flow_color = {r=0.32, g=0.44, b=0.31}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/thorium-bismuth.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "high-concentrate-Pa-bismuth", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --207, 209, 144 --168, 100, 84 base_color = {r=0.81, g=0.82, b=0.56}, flow_color = {r=0.65, g=0.39, b=0.32}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/high-concentrate-Pa-solution.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "low-concentrate-Pa-bismuth", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --172, 173, 144 --154, 100, 76 base_color = {r=0.67, g=0.68, b=0.56}, flow_color = {r=0.60, g=0.39, b=0.29}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/low-concentrate-Pa-solution.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "protactinium-salt", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --232, 235, 176 --253, 255, 209 base_color = {r=0.90, g=0.92, b=0.69}, flow_color = {r=1, g=1, b=0.82}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/protactinium-salt.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "uranium-decay-salt", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --145, 255, 171 --111, 237, 141 base_color = {r=0.56, g=1, b=0.67}, flow_color = {r=0.43, g=0.93, b=0.55}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/uranium-decay-salt.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "hydroge-hydrofluoride", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --255, 255, 10 --237, 220, 28 base_color = {r=1, g=1, b=0.05}, flow_color = {r=93, g=0.86, b=0.1}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/hydrogen-hydrofluoride.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "fresh-reactor-salt", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --43, 224, 27 --33, 181, 20 base_color = {r=1, g=1, b=0.05}, flow_color = {r=93, g=0.86, b=0.1}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/fresh-reactor-salt.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "waste-reactor-salt", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --15, 87, 9 --197, 33, 228 base_color = {r=1, g=1, b=0.05}, flow_color = {r=93, g=0.86, b=0.1}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/waste-reactor-salt.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "waste-salt", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --120, 14, 158 --84, 12, 110 base_color = {r=1, g=1, b=0.05}, flow_color = {r=93, g=0.86, b=0.1}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/waste-salt.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "waste-bismuth", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --151, 125, 161 --156, 109, 173 base_color = {r=1, g=1, b=0.05}, flow_color = {r=93, g=0.86, b=0.1}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/waste-bismuth.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "ammonium-bifluoride", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --172, 173, 144 --154, 100, 76 base_color = {r=0.67, g=0.68, b=0.56}, flow_color = {r=0.60, g=0.39, b=0.29}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/Ammonium-bifluoride.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "low-Pa-salt", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --172, 173, 144 --154, 100, 76 base_color = {r=0.67, g=0.68, b=0.56}, flow_color = {r=0.60, g=0.39, b=0.29}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/low-Pa-salt.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" }, { type = "fluid", name = "u233-hexa-fluoride", subgroup = "thorium-chain", default_temperature = 25, heat_capacity = "1KJ", --172, 173, 144 --154, 100, 76 base_color = {r=0.67, g=0.68, b=0.56}, flow_color = {r=0.60, g=0.39, b=0.29}, max_temperature = 100, icon = "__bot365-nuclear-fuel-reprocessing__/graphics/icons/thorium_process/uranium-hexa-fluoride.png", icon_size = 32, pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, order = "" } })
local car = table.deepcopy(data.raw.car.car) car.name = "electric-vehicles-electric-car" car.icon = "__electric-vehicles-reborn__/graphics/icons/electric-car.png" car.minable.result = "electric-vehicles-electric-car" car.equipment_grid = "electric-vehicles-electric-car" car.equipment_categories = {"armor", "electric-vehicles-equipment"} car.burner = { effectivity = 1, fuel_inventory_size = 0, } car.sound_no_fuel = { filename = "__electric-vehicles-reborn__/audio/no-energy.ogg", volume = 0.4, } car.working_sound = { sound = { filename = "__electric-vehicles-reborn__/audio/vehicle-motor.ogg", volume = 0.4, }, match_speed_to_activity = true, } car.consumption = "250kW" local tank = table.deepcopy(data.raw.car.tank) tank.name = "electric-vehicles-electric-tank" tank.icon = "__electric-vehicles-reborn__/graphics/icons/electric-tank.png" tank.minable.result = "electric-vehicles-electric-tank" tank.equipment_grid = "electric-vehicles-electric-tank" tank.equipment_categories = {"armor", "electric-vehicles-equipment"} tank.burner = { effectivity = 1, fuel_inventory_size = 0, } tank.sound_no_fuel = { filename = "__electric-vehicles-reborn__/audio/no-energy.ogg", volume = 0.4, } tank.working_sound = { sound = { filename = "__electric-vehicles-reborn__/audio/vehicle-motor.ogg", volume = 0.4, }, match_speed_to_activity = true, } -- Give the tank more oomph compared to the vanilla one since it's quite expensive to build and research tank.braking_power = "600kW" tank.consumption = "800kW" --tank.terrain_friction_modifier = 0.2 tank.turret_rotation_speed = 0.7 / 60 tank.turret_return_timeout = 150 tank.rotation_speed = 0.007 data:extend( { car, tank, { type = "locomotive", name = "electric-vehicles-electric-locomotive", icon = "__base__/graphics/icons/diesel-locomotive.png", icon_size = 32, flags = {"placeable-neutral", "player-creation", "placeable-off-grid", "not-on-map"}, minable = {mining_time = 1, result = "electric-vehicles-electric-locomotive"}, mined_sound = {filename = "__core__/sound/deconstruct-medium.ogg"}, max_health = 1000, corpse = "medium-remnants", dying_explosion = "medium-explosion", collision_box = {{-0.6, -2.6}, {0.6, 2.6}}, selection_box = {{-0.85, -2.6}, {0.9, 2.5}}, drawing_box = {{-1, -4}, {1, 3}}, weight = 2000, max_speed = 1.2, max_power = 1 .. "MW", reversing_power_modifier = 1.0, braking_force = 15, friction_force = 0.50, vertical_selection_shift = -0.5, -- this is a percentage of current speed that will be subtracted air_resistance = 0.0075, connection_distance = 3, joint_distance = 4, energy_per_hit_point = 5, equipment_grid = "electric-vehicles-electric-locomotive", equipment_categories = {"electric-vehicles-equipment"}, resistances = { { type = "fire", decrease = 15, percent = 50 }, { type = "physical", decrease = 15, percent = 30 }, { type = "impact", decrease = 50, percent = 60 }, { type = "explosion", decrease = 15, percent = 30 }, { type = "acid", decrease = 10, percent = 20 } }, burner = { effectivity = 1, fuel_inventory_size = 0, }, front_light = { { type = "oriented", minimum_darkness = 0.3, picture = { filename = "__core__/graphics/light-cone.png", priority = "medium", scale = 2, width = 200, height = 200 }, shift = {-0.6, -16}, size = 2, intensity = 0.6 }, { type = "oriented", minimum_darkness = 0.3, picture = { filename = "__core__/graphics/light-cone.png", priority = "medium", scale = 2, width = 200, height = 200 }, shift = {0.6, -16}, size = 2, intensity = 0.6 } }, back_light = rolling_stock_back_light(), stand_by_light = rolling_stock_stand_by_light(), color = {r = 0.11, g = 0.96, b = 0.96, a = 0.5}, pictures = { layers = { { priority = "very-low", width = 238, height = 230, direction_count = 256, filenames = { "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-01.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-02.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-03.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-04.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-05.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-06.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-07.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-08.png" }, line_length = 4, lines_per_file = 8, shift = {0.0, -0.5} }, { priority = "very-low", flags = { "mask" }, width = 236, height = 228, direction_count = 256, filenames = { "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-mask-01.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-mask-02.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-mask-03.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-mask-04.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-mask-05.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-mask-06.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-mask-07.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-mask-08.png" }, line_length = 4, lines_per_file = 8, shift = {0.0, -0.5}, apply_runtime_tint = true }, { priority = "very-low", flags = { "compressed" }, width = 253, height = 212, direction_count = 256, draw_as_shadow = true, filenames = { "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-shadow-01.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-shadow-02.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-shadow-03.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-shadow-04.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-shadow-05.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-shadow-06.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-shadow-07.png", "__base__/graphics/entity/diesel-locomotive/diesel-locomotive-shadow-08.png" }, line_length = 4, lines_per_file = 8, shift = {1, 0.3} } } }, wheels = standard_train_wheels, rail_category = "regular", stop_trigger = { { type = "play-sound", sound = { { filename = "__electric-vehicles-reborn__/audio/train-braking.ogg", volume = 0.6 }, } }, }, drive_over_tie_trigger = drive_over_tie(), tie_distance = 50, vehicle_impact_sound = { filename = "__base__/sound/car-metal-impact.ogg", volume = 0.65 }, working_sound = { sound = { filename = "__electric-vehicles-reborn__/audio/vehicle-motor.ogg", volume = 0.4, }, match_speed_to_activity = true, }, open_sound = { filename = "__base__/sound/car-door-open.ogg", volume=0.7 }, close_sound = { filename = "__base__/sound/car-door-close.ogg", volume = 0.7 }, sound_minimum_speed = 0.5; }, })
Config.Jobs.fueler = { BlipInfos = { Sprite = 436, Color = 5 }, Vehicles = { Truck = { Spawner = 1, Hash = "phantom", Trailer = "tanker", HasCaution = true } }, Zones = { CloakRoom = { Pos = {x = 557.93, y = -2327.90, z = 4.82}, Size = {x = 3.0, y = 3.0, z = 2.0}, Color = {r = 204, g = 204, b = 0}, Marker = 1, Blip = true, Name = _U("f_oil_refiner"), Type = "cloakroom", Hint = _U("cloak_change"), GPS = {x = 554.59, y = -2314.43, z = 4.86} }, OilFarm = { Pos = {x = 609.58, y = 2856.74, z = 38.90}, Size = {x = 20.0, y = 20.0, z = 1.0}, Color = {r = 204, g = 204, b = 0}, Marker = 1, Blip = true, Name = _U("f_drill_oil"), Type = "work", Item = { { name = _U("f_fuel"), db_name = "petrol", time = 5000, max = 24, add = 1, remove = 1, requires = "nothing", requires_name = "Nothing", drop = 100 } }, Hint = _U("f_drillbutton"), GPS = {x = 2736.94, y = 1417.99, z = 23.48} }, OilRefinement = { Pos = {x = 2736.94, y = 1417.99, z = 23.48}, Size = {x = 10.0, y = 10.0, z = 1.0}, Color = {r = 204, g = 204, b = 0}, Marker = 1, Blip = true, Name = _U("f_fuel_refine"), Type = "work", Item = { { name = _U("f_fuel_refine"), db_name = "petrol_raffin", time = 5000, max = 24, add = 1, remove = 2, requires = "petrol", requires_name = _U("f_fuel"), drop = 100 } }, Hint = _U("f_refine_fuel_button"), GPS = {x = 265.75, y = -3013.39, z = 4.73} }, OilMix = { Pos = {x = 265.75, y = -3013.39, z = 4.73}, Size = {x = 10.0, y = 10.0, z = 1.0}, Color = {r = 204, g = 204, b = 0}, Marker = 1, Blip = true, Name = _U("f_fuel_mixture"), Type = "work", Item = { { name = _U("f_gas"), db_name = "essence", time = 5000, max = 24, add = 2, remove = 1, requires = "petrol_raffin", requires_name = _U("f_fuel_refine"), drop = 100 } }, Hint = _U("f_fuel_mixture_button"), GPS = {x = 491.40, y = -2163.37, z = 4.91} }, VehicleSpawner = { Pos = {x = 554.59, y = -2314.43, z = 4.86}, Size = {x = 3.0, y = 3.0, z = 2.0}, Color = {r = 204, g = 204, b = 0}, Marker = 1, Blip = false, Name = _U("spawn_veh"), Type = "vehspawner", Spawner = 1, Hint = _U("spawn_truck_button"), Caution = 2000, GPS = {x = 602.25, y = 2926.62, z = 39.68} }, VehicleSpawnPoint = { Pos = {x = 570.54, y = -2309.70, z = 4.90}, Size = {x = 3.0, y = 3.0, z = 1.0}, Marker = -1, Blip = false, Name = _U("service_vh"), Type = "vehspawnpt", Spawner = 1, GPS = 0, Heading = 0 }, VehicleDeletePoint = { Pos = {x = 520.68, y = -2124.21, z = 4.98}, Size = {x = 5.0, y = 5.0, z = 1.0}, Color = {r = 255, g = 0, b = 0}, Marker = 1, Blip = false, Name = _U("return_vh"), Type = "vehdelete", Hint = _U("return_vh_button"), Spawner = 1, Caution = 2000, GPS = 0, Teleport = 0 }, Delivery = { Pos = {x = 491.40, y = -2163.37, z = 4.91}, Color = {r = 204, g = 204, b = 0}, Size = {x = 10.0, y = 10.0, z = 1.0}, Marker = 1, Blip = true, Name = _U("f_deliver_gas"), Type = "delivery", Spawner = 1, Item = { { name = _U("delivery"), time = 500, remove = 1, max = 100, -- if not present, probably an error at itemQtty >= item.max in esx_jobs_sv.lua price = 61, requires = "essence", requires_name = _U("f_gas"), drop = 100 } }, Hint = _U("f_deliver_gas_button"), GPS = {x = 609.58, y = 2856.74, z = 39.49} } } }
require "XmlWriter" require "vmath" local function GenStringFromArray(theArray, bAsInt) local array = {" "} for i, vector in ipairs(theArray) do local elements = vector; if(bAsInt) then elements = {}; for i, value in ipairs(vector) do elements[#elements + 1] = string.format("%i", value); end end array[#array + 1] = " " .. table.concat(vector, " "); end return table.concat(array, "\n"); end local function MakeBar(length) local bar = {} bar.positions = { --Front vmath.vec3( 0.5, 0.5, 0.5 * length), vmath.vec3( 0.5, -0.5, 0.5 * length), vmath.vec3(-0.5, -0.5, 0.5 * length), vmath.vec3(-0.5, 0.5, 0.5 * length), --Top vmath.vec3( 0.5, 0.5, 0.5 * length), vmath.vec3(-0.5, 0.5, 0.5 * length), vmath.vec3(-0.5, 0.5, -0.5 * length), vmath.vec3( 0.5, 0.5, -0.5 * length), --Right vmath.vec3( 0.5, 0.5, 0.5 * length), vmath.vec3( 0.5, 0.5, -0.5 * length), vmath.vec3( 0.5, -0.5, -0.5 * length), vmath.vec3( 0.5, -0.5, 0.5 * length), --Back vmath.vec3( 0.5, 0.5, -0.5 * length), vmath.vec3(-0.5, 0.5, -0.5 * length), vmath.vec3(-0.5, -0.5, -0.5 * length), vmath.vec3( 0.5, -0.5, -0.5 * length), --Bottom vmath.vec3( 0.5, -0.5, 0.5 * length), vmath.vec3( 0.5, -0.5, -0.5 * length), vmath.vec3(-0.5, -0.5, -0.5 * length), vmath.vec3(-0.5, -0.5, 0.5 * length), --Left vmath.vec3(-0.5, 0.5, 0.5 * length), vmath.vec3(-0.5, -0.5, 0.5 * length), vmath.vec3(-0.5, -0.5, -0.5 * length), vmath.vec3(-0.5, 0.5, -0.5 * length), }; bar.normals = { --Front vmath.vec3(0.0, 0.0, 1.0), vmath.vec3(0.0, 0.0, 1.0), vmath.vec3(0.0, 0.0, 1.0), vmath.vec3(0.0, 0.0, 1.0), --Top vmath.vec3(0.0, 1.0, 0.0), vmath.vec3(0.0, 1.0, 0.0), vmath.vec3(0.0, 1.0, 0.0), vmath.vec3(0.0, 1.0, 0.0), --Right vmath.vec3(1.0, 0.0, 0.0), vmath.vec3(1.0, 0.0, 0.0), vmath.vec3(1.0, 0.0, 0.0), vmath.vec3(1.0, 0.0, 0.0), --Back vmath.vec3(0.0, 0.0, -1.0), vmath.vec3(0.0, 0.0, -1.0), vmath.vec3(0.0, 0.0, -1.0), vmath.vec3(0.0, 0.0, -1.0), --Bottom vmath.vec3(0.0, -1.0, 0.0), vmath.vec3(0.0, -1.0, 0.0), vmath.vec3(0.0, -1.0, 0.0), vmath.vec3(0.0, -1.0, 0.0), --Left vmath.vec3(-1.0, 0.0, 0.0), vmath.vec3(-1.0, 0.0, 0.0), vmath.vec3(-1.0, 0.0, 0.0), vmath.vec3(-1.0, 0.0, 0.0), } bar.texCoords = { --Front vmath.vec2(1.0, 1.0), vmath.vec2(1.0, 0.0), vmath.vec2(0.0, 0.0), vmath.vec2(0.0, 1.0), --Top vmath.vec2(1.0 * length, 1.0), vmath.vec2(1.0 * length, 0.0), vmath.vec2(0.0 * length, 0.0), vmath.vec2(0.0 * length, 1.0), --Right vmath.vec2(0.0 * length, 1.0), vmath.vec2(1.0 * length, 1.0), vmath.vec2(1.0 * length, 0.0), vmath.vec2(0.0 * length, 0.0), --Back vmath.vec2(0.0, 1.0), vmath.vec2(1.0, 1.0), vmath.vec2(1.0, 0.0), vmath.vec2(0.0, 0.0), --Bottom vmath.vec2(1.0, 1.0 * length), vmath.vec2(1.0, 0.0 * length), vmath.vec2(0.0, 0.0 * length), vmath.vec2(0.0, 1.0 * length), --Left vmath.vec2(1.0 * length, 1.0), vmath.vec2(1.0 * length, 0.0), vmath.vec2(0.0 * length, 0.0), vmath.vec2(0.0 * length, 1.0), } bar.indices = { vmath.vec3(0, 1, 2), vmath.vec3(2, 3, 0), vmath.vec3(4, 5, 6), vmath.vec3(6, 7, 4), vmath.vec3(8, 9, 10), vmath.vec3(10, 11, 8), vmath.vec3(12, 13, 14), vmath.vec3(14, 15, 12), vmath.vec3(16, 17, 18), vmath.vec3(18, 19, 16), vmath.vec3(20, 21, 22), vmath.vec3(22, 23, 20), } return bar; end local function WriteVAO(writer, name, ...) local attribs = {...} writer:PushElement("vao"); writer:AddAttribute("name", name); for i, attrib in ipairs(attribs) do writer:PushElement("source"); writer:AddAttribute("attrib", tostring(attrib)); writer:PopElement(); end writer:PopElement(); end local function WriteBar(filename, bar) if(type(bar) == "number") then bar = MakeBar(bar); end do local writer = XmlWriter.XmlWriter(filename); writer:AddPI("oxygen", [[RNGSchema="../../Documents/meshFormat.rnc" type="compact"]]); writer:PushElement("mesh", "http://www.arcsynthesis.com/gltut/mesh"); writer:PushElement("attribute"); writer:AddAttribute("index", "0"); writer:AddAttribute("type", "float"); writer:AddAttribute("size", "3"); writer:AddText(GenStringFromArray(bar.positions)); writer:PopElement(); writer:PushElement("attribute"); writer:AddAttribute("index", "2"); writer:AddAttribute("type", "float"); writer:AddAttribute("size", "3"); writer:AddText(GenStringFromArray(bar.normals)); writer:PopElement(); writer:PushElement("attribute"); writer:AddAttribute("index", "5"); writer:AddAttribute("type", "float"); writer:AddAttribute("size", "2"); writer:AddText(GenStringFromArray(bar.texCoords)); writer:PopElement(); WriteVAO(writer, "lit", 0, 2); WriteVAO(writer, "lit-tex", 0, 2, 5); WriteVAO(writer, "tex", 0, 5); WriteVAO(writer, "flat", 0); writer:PushElement("indices"); writer:AddAttribute("cmd", "triangles"); writer:AddAttribute("type", "ushort"); writer:AddText(GenStringFromArray(bar.indices, true)); writer:PopElement(); writer:PopElement(); writer:Close(); end end WriteBar("ShortBar.xml", 3); WriteBar("LongBar.xml", 9);
object_tangible_furniture_decorative_wod_potted_plant_08 = object_tangible_furniture_decorative_shared_wod_potted_plant_08:new { } ObjectTemplates:addTemplate(object_tangible_furniture_decorative_wod_potted_plant_08, "object/tangible/furniture/decorative/wod_potted_plant_08.iff")
local Actions = require("actions") local Keybind = {} Keybind.__index = Keybind Keybind.table = {} Keybind.table.default = {} -- is this even used? Keybind.table.fileSelect = {} Keybind.table.notes = {} Keybind.new = function(key, name, mode) self = {} setmetatable(self, Keybind) self.name = name self.key = key if mode == nil then mode = "default" end self.mode = mode Keybind.table[mode][key] = self return self end Keybind.exec = function(key) -- Hey, you found it! Check this shit out. if key:match("mouseClickButton_") then local command = key:gsub("mouseClickButton_", "") Actions[command]() end local entry = Keybind.table[CURRENT_MODE][key] if entry then local name = entry.name local action = Actions[name] if action then print(name) action() end end end Keybind.new("right", "stepRight") Keybind.new("left", "stepLeft") Keybind.new("p", "toggleRealtimePlayback") Keybind.new("delete", "deleteCurrentKeyframe") Keybind.new("^s", "save") Keybind.new("return", "openNotes") Keybind.new("escape", "closeNotes", "notes") Keybind.new("return", "closeNotes", "notes") local faceButtons = {"triangle", "x", "square", "circle"} local wasd = {"w", "s", "a", "d"} local directions = {"up", "down", "left", "right"} for i, dir in ipairs(directions) do local face = faceButtons[i] Keybind.new("^" .. dir, "toggle" .. dir) Keybind.new("@" .. dir, "toggle" .. face) Keybind.new(wasd[i], "toggle" .. dir) Keybind.new("@" .. wasd[i], "toggle" .. face) end for i, v in ipairs({"start", "up", "down", "left", "right", "triangle", "x", "square", "circle", "select"}) do Keybind.new((i - 1) .. "", "toggle" .. v) Keybind.new("mouseClick" .. v, "toggle" .. v) end Keybind.new("^" .. "space", "toggleselect") Keybind.new("@" .. "space", "togglestart") Keybind.new("+right", "jumpRight") Keybind.new("+left", "jumpLeft") Keybind.new("middleClick", "toggleRealtimePlayback") Keybind.new("m", "toggleMap") Keybind.new("n", "toggleMapLock") Keybind.new("\\", "toggleUIFlip") Keybind.new("^y","crash") -- Yes. CTRL+Y crashes framescop on purpose, used for testing. return Keybind
local API_NPC = require(script:GetCustomProperty("API_NPC")) function OnTaskStart(npc, animatedMesh) end function OnTaskEnd(npc, animatedMesh, interrupted) end API_NPC.RegisterTaskClient("dummy_heal", nil, OnTaskStart, OnTaskEnd)
function love.conf(t) t.title = 'title' t.version = '11.3' t.console = true t.window.width = 1200 t.window.height = 720 end
AddCSLuaFile() function EFFECT:Init(data) if DRONES_REWRITE.ClientCVars.NoMuzzleFlash:GetBool() then return end self.Start = data:GetOrigin() self.Forward = data:GetNormal() self.Emitter = ParticleEmitter(self.Start) local dlight = DynamicLight(self:EntIndex()) if dlight then dlight.pos = self.Start dlight.r = 255 dlight.g = 50 dlight.b = 0 dlight.brightness = 1 dlight.Decay = 1 dlight.Size = math.random(150, 300) dlight.DieTime = CurTime() end local p = self.Emitter:Add("sprites/heatwave", self.Start - self.Forward * 4) p:SetVelocity(80 * self.Forward + 20 * VectorRand() * 2) p:SetGravity(Vector(0, 0, 100)) p:SetAirResistance(160) p:SetStartAlpha(1) p:SetEndAlpha(0) p:SetDieTime(math.Rand(0.05, 0.1)) p:SetStartSize(math.random(5, 12)) p:SetEndSize(5) p:SetRoll(math.Rand(180, 480)) p:SetRollDelta(math.Rand(-1, 1)) local p = self.Emitter:Add("particle/smokesprites_000" .. math.random(1, 9), self.Start) p:SetAirResistance(100) p:SetVelocity(self.Forward * 120 + VectorRand() * 4) p:SetGravity(Vector(0, 0, 10)) p:SetDieTime(math.Rand(0.3, 0.6)) p:SetStartAlpha(40) p:SetEndAlpha(0) p:SetStartSize(0) p:SetEndSize(15) p:SetRollDelta(math.Rand(-2, 2)) p:SetColor(120, 120, 120) for i = 1, 5 do local p = self.Emitter:Add("effects/muzzleflash"..math.random(1, 4), self.Start + i * 6 * self.Forward) p:SetVelocity(10 * VectorRand()) p:SetDieTime(math.Rand(0.04, 0.1)) p:SetStartAlpha(50) p:SetStartSize(20 - i * 2) p:SetEndSize(0) p:SetRoll(math.Rand(180, 480)) p:SetRollDelta(math.Rand(-1, 1)) p:SetColor(255, 255, 255) end self.Emitter:Finish() end function EFFECT:Think() return false end function EFFECT:Render() end
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB local UF = E:NewModule('UnitFrames', 'AceTimer-3.0', 'AceEvent-3.0', 'AceHook-3.0'); local LSM = LibStub("LibSharedMedia-3.0"); UF.LSM = LSM --Cache global variables --Lua functions local _G = _G local select, pairs, type, unpack, assert, tostring = select, pairs, type, unpack, assert, tostring local min = math.min local tinsert = table.insert local find, gsub, format = string.find, string.gsub, string.format --WoW API / Variables local hooksecurefunc = hooksecurefunc local CreateFrame = CreateFrame local IsAddOnLoaded = IsAddOnLoaded local UnitFrame_OnEnter = UnitFrame_OnEnter local UnitFrame_OnLeave = UnitFrame_OnLeave local IsInInstance = IsInInstance local InCombatLockdown = InCombatLockdown local CompactRaidFrameManager_GetSetting = CompactRaidFrameManager_GetSetting local CompactRaidFrameManager_SetSetting = CompactRaidFrameManager_SetSetting local GetInstanceInfo = GetInstanceInfo local UnregisterStateDriver = UnregisterStateDriver local RegisterStateDriver = RegisterStateDriver local UnregisterAttributeDriver = UnregisterAttributeDriver local CompactRaidFrameManager_UpdateShown = CompactRaidFrameManager_UpdateShown local CompactRaidFrameContainer = CompactRaidFrameContainer local MAX_RAID_MEMBERS = MAX_RAID_MEMBERS local MAX_BOSS_FRAMES = MAX_BOSS_FRAMES --Global variables that we don't cache, list them here for mikk's FindGlobals script -- GLOBALS: UIParent, ElvCharacterDB, ElvUF_Parent, oUF_RaidDebuffs, CompactRaidFrameManager -- GLOBALS: PlayerFrame, RuneFrame, PetFrame, TargetFrame, ComboFrame, FocusFrame -- GLOBALS: FocusFrameToT, TargetFrameToT, CompactUnitFrameProfiles, PartyMemberBackground local _, ns = ... local ElvUF = ns.oUF assert(ElvUF, "ElvUI was unable to locate oUF.") UF.headerstoload = {} UF.unitgroupstoload = {} UF.unitstoload = {} UF.groupPrototype = {} UF.headerPrototype = {} UF.headers = {} UF.groupunits = {} UF.units = {} UF.statusbars = {} UF.fontstrings = {} UF.badHeaderPoints = { ['TOP'] = 'BOTTOM', ['LEFT'] = 'RIGHT', ['BOTTOM'] = 'TOP', ['RIGHT'] = 'LEFT', } UF.headerFunctions = {} UF.classMaxResourceBar = { ['DEATHKNIGHT'] = 6, ['PALADIN'] = 5, ['WARLOCK'] = 5, ['MONK'] = 6, ['MAGE'] = 4, ['ROGUE'] = 10, ["DRUID"] = 5 } UF.instanceMapIDs = { [30] = 40, -- Alterac Valley [489] = 10, -- Warsong Gulch [529] = 15, -- Arathi Basin [566] = 15, -- Eye of the Storm [607] = 15, -- Strand of the Ancients [628] = 40, -- Isle of Conquest [726] = 10, -- Twin Peaks [727] = 10, -- Silvershard Mines [STVDiamondMineBG] [761] = 10, -- The Battle for Gilneas [GilneasBattleground2] [968] = 10, -- Rated Eye of the Storm [998] = 10, -- Temple of Kotmogu [1105] = 15, -- Deepwind Gourge [GoldRush] [1280] = 40, -- Tarren Mill vs Southshore [HillsbradFoothillsBG] [1681] = 15, -- Arathi Blizzard [ArathiBasinWinter] [1803] = 10, -- Seething Shore [AzeriteBG] --[1715] = 5, -- Battle for Blackrock Mountain --do not have enough information on this one yet, going to store the instanceID for now. } UF.headerGroupBy = { ['CLASS'] = function(header) header:SetAttribute("groupingOrder", "DEATHKNIGHT,DEMONHUNTER,DRUID,HUNTER,MAGE,PALADIN,PRIEST,ROGUE,SHAMAN,WARLOCK,WARRIOR,MONK") header:SetAttribute('sortMethod', 'NAME') header:SetAttribute("groupBy", 'CLASS') end, ['MTMA'] = function(header) header:SetAttribute("groupingOrder", "MAINTANK,MAINASSIST,NONE") header:SetAttribute('sortMethod', 'NAME') header:SetAttribute("groupBy", 'ROLE') end, ['ROLE'] = function(header) header:SetAttribute("groupingOrder", "TANK,HEALER,DAMAGER,NONE") header:SetAttribute('sortMethod', 'NAME') header:SetAttribute("groupBy", 'ASSIGNEDROLE') end, ['NAME'] = function(header) header:SetAttribute("groupingOrder", "1,2,3,4,5,6,7,8") header:SetAttribute('sortMethod', 'NAME') header:SetAttribute("groupBy", nil) end, ['GROUP'] = function(header) header:SetAttribute("groupingOrder", "1,2,3,4,5,6,7,8") header:SetAttribute('sortMethod', 'INDEX') header:SetAttribute("groupBy", 'GROUP') end, ['CLASSROLE'] = function(header) header:SetAttribute("groupingOrder", "DEATHKNIGHT,WARRIOR,DEMONHUNTER,ROGUE,MONK,PALADIN,DRUID,SHAMAN,HUNTER,PRIEST,MAGE,WARLOCK") header:SetAttribute('sortMethod', 'NAME') header:SetAttribute("groupBy", 'CLASS') end, ['PETNAME'] = function(header) header:SetAttribute("groupingOrder", "1,2,3,4,5,6,7,8") header:SetAttribute('sortMethod', 'NAME') header:SetAttribute("groupBy", nil) header:SetAttribute("filterOnPet", true) --This is the line that matters. Without this, it sorts based on the owners name end, } local POINT_COLUMN_ANCHOR_TO_DIRECTION = { ['TOPTOP'] = 'UP_RIGHT', ['BOTTOMBOTTOM'] = 'TOP_RIGHT', ['LEFTLEFT'] = 'RIGHT_UP', ['RIGHTRIGHT'] = 'LEFT_UP', ['RIGHTTOP'] = 'LEFT_DOWN', ['LEFTTOP'] = 'RIGHT_DOWN', ['LEFTBOTTOM'] = 'RIGHT_UP', ['RIGHTBOTTOM'] = 'LEFT_UP', ['BOTTOMRIGHT'] = 'UP_LEFT', ['BOTTOMLEFT'] = 'UP_RIGHT', ['TOPRIGHT'] = 'DOWN_LEFT', ['TOPLEFT'] = 'DOWN_RIGHT' } local DIRECTION_TO_POINT = { DOWN_RIGHT = "TOP", DOWN_LEFT = "TOP", UP_RIGHT = "BOTTOM", UP_LEFT = "BOTTOM", RIGHT_DOWN = "LEFT", RIGHT_UP = "LEFT", LEFT_DOWN = "RIGHT", LEFT_UP = "RIGHT", UP = "BOTTOM", DOWN = "TOP" } local DIRECTION_TO_GROUP_ANCHOR_POINT = { DOWN_RIGHT = "TOPLEFT", DOWN_LEFT = "TOPRIGHT", UP_RIGHT = "BOTTOMLEFT", UP_LEFT = "BOTTOMRIGHT", RIGHT_DOWN = "TOPLEFT", RIGHT_UP = "BOTTOMLEFT", LEFT_DOWN = "TOPRIGHT", LEFT_UP = "BOTTOMRIGHT", OUT_RIGHT_UP = "BOTTOM", OUT_LEFT_UP = "BOTTOM", OUT_RIGHT_DOWN = "TOP", OUT_LEFT_DOWN = "TOP", OUT_UP_RIGHT = "LEFT", OUT_UP_LEFT = "RIGHT", OUT_DOWN_RIGHT = "LEFT", OUT_DOWN_LEFT = "RIGHT", } local INVERTED_DIRECTION_TO_COLUMN_ANCHOR_POINT = { DOWN_RIGHT = "RIGHT", DOWN_LEFT = "LEFT", UP_RIGHT = "RIGHT", UP_LEFT = "LEFT", RIGHT_DOWN = "BOTTOM", RIGHT_UP = "TOP", LEFT_DOWN = "BOTTOM", LEFT_UP = "TOP", UP = "TOP", DOWN = "BOTTOM" } local DIRECTION_TO_COLUMN_ANCHOR_POINT = { DOWN_RIGHT = "LEFT", DOWN_LEFT = "RIGHT", UP_RIGHT = "LEFT", UP_LEFT = "RIGHT", RIGHT_DOWN = "TOP", RIGHT_UP = "BOTTOM", LEFT_DOWN = "TOP", LEFT_UP = "BOTTOM", } local DIRECTION_TO_HORIZONTAL_SPACING_MULTIPLIER = { DOWN_RIGHT = 1, DOWN_LEFT = -1, UP_RIGHT = 1, UP_LEFT = -1, RIGHT_DOWN = 1, RIGHT_UP = 1, LEFT_DOWN = -1, LEFT_UP = -1, } local DIRECTION_TO_VERTICAL_SPACING_MULTIPLIER = { DOWN_RIGHT = -1, DOWN_LEFT = -1, UP_RIGHT = 1, UP_LEFT = 1, RIGHT_DOWN = -1, RIGHT_UP = 1, LEFT_DOWN = -1, LEFT_UP = 1, } function UF:ConvertGroupDB(group) local db = self.db.units[group.groupName] if db.point and db.columnAnchorPoint then db.growthDirection = POINT_COLUMN_ANCHOR_TO_DIRECTION[db.point..db.columnAnchorPoint]; db.point = nil; db.columnAnchorPoint = nil; end if db.growthDirection == "UP" then db.growthDirection = "UP_RIGHT" end if db.growthDirection == "DOWN" then db.growthDirection = "DOWN_RIGHT" end end function UF:Construct_UF(frame, unit) frame:SetScript('OnEnter', UnitFrame_OnEnter) frame:SetScript('OnLeave', UnitFrame_OnLeave) if(self.thinBorders) then frame.SPACING = 0 frame.BORDER = E.mult else frame.BORDER = E.Border frame.SPACING = E.Spacing end frame.SHADOW_SPACING = 3 frame.CLASSBAR_YOFFSET = 0 --placeholder frame.BOTTOM_OFFSET = 0 --placeholder frame.RaisedElementParent = CreateFrame('Frame', nil, frame) frame.RaisedElementParent.TextureParent = CreateFrame('Frame', nil, frame.RaisedElementParent) frame.RaisedElementParent:SetFrameLevel(frame:GetFrameLevel() + 100) if not self.groupunits[unit] then local stringTitle = E:StringTitle(unit) if stringTitle:find('target') then stringTitle = gsub(stringTitle, 'target', 'Target') end self["Construct_"..stringTitle.."Frame"](self, frame, unit) else UF["Construct_"..E:StringTitle(self.groupunits[unit]).."Frames"](self, frame, unit) end self:Update_StatusBars() self:Update_FontStrings() return frame end function UF:GetObjectAnchorPoint(frame, point) if not frame[point] or point == "Frame" then return frame elseif frame[point] and not frame[point]:IsShown() then return frame.Health else return frame[point] end end function UF:GetPositionOffset(position, offset) if not offset then offset = 2; end local x, y = 0, 0 if find(position, 'LEFT') then x = offset elseif find(position, 'RIGHT') then x = -offset end if find(position, 'TOP') then y = -offset elseif find(position, 'BOTTOM') then y = offset end return x, y end function UF:GetAuraOffset(p1, p2) local x, y = 0, 0 if p1 == "RIGHT" and p2 == "LEFT" then x = -3 elseif p1 == "LEFT" and p2 == "RIGHT" then x = 3 end if find(p1, 'TOP') and find(p2, 'BOTTOM') then y = -1 elseif find(p1, 'BOTTOM') and find(p2, 'TOP') then y = 1 end return E:Scale(x), E:Scale(y) end function UF:GetAuraAnchorFrame(frame, attachTo, isConflict) if isConflict then E:Print(format(L["%s frame(s) has a conflicting anchor point, please change either the buff or debuff anchor point so they are not attached to each other. Forcing the debuffs to be attached to the main unitframe until fixed."], E:StringTitle(frame:GetName()))) end if isConflict or attachTo == 'FRAME' then return frame elseif attachTo == 'TRINKET' then if select(2, IsInInstance()) == "arena" then return frame.Trinket else return frame.PVPSpecIcon end elseif attachTo == 'BUFFS' then return frame.Buffs elseif attachTo == 'DEBUFFS' then return frame.Debuffs elseif attachTo == 'HEALTH' then return frame.Health elseif attachTo == 'POWER' and frame.Power then return frame.Power else return frame end end function UF:ClearChildPoints(...) for i=1, select("#", ...) do local child = select(i, ...) child:ClearAllPoints() end end function UF:UpdateColors() local db = self.db.colors ElvUF.colors.tapped = E:SetColorTable(ElvUF.colors.tapped, db.tapped) ElvUF.colors.disconnected = E:SetColorTable(ElvUF.colors.disconnected, db.disconnected) ElvUF.colors.health = E:SetColorTable(ElvUF.colors.health, db.health) ElvUF.colors.power.MANA = E:SetColorTable(ElvUF.colors.power.MANA, db.power.MANA) ElvUF.colors.power.RAGE = E:SetColorTable(ElvUF.colors.power.RAGE, db.power.RAGE) ElvUF.colors.power.FOCUS = E:SetColorTable(ElvUF.colors.power.FOCUS, db.power.FOCUS) ElvUF.colors.power.ENERGY = E:SetColorTable(ElvUF.colors.power.ENERGY, db.power.ENERGY) ElvUF.colors.power.RUNIC_POWER = E:SetColorTable(ElvUF.colors.power.RUNIC_POWER, db.power.RUNIC_POWER) ElvUF.colors.power.PAIN = E:SetColorTable(ElvUF.colors.power.PAIN, db.power.PAIN) ElvUF.colors.power.FURY = E:SetColorTable(ElvUF.colors.power.FURY, db.power.FURY) ElvUF.colors.power.LUNAR_POWER = E:SetColorTable(ElvUF.colors.power.LUNAR_POWER, db.power.LUNAR_POWER) ElvUF.colors.power.INSANITY = E:SetColorTable(ElvUF.colors.power.INSANITY, db.power.INSANITY) ElvUF.colors.power.MAELSTROM = E:SetColorTable(ElvUF.colors.power.MAELSTROM, db.power.MAELSTROM) if not ElvUF.colors.ComboPoints then ElvUF.colors.ComboPoints = {} end ElvUF.colors.ComboPoints[1] = E:SetColorTable(ElvUF.colors.ComboPoints[1], db.classResources.comboPoints[1]) ElvUF.colors.ComboPoints[2] = E:SetColorTable(ElvUF.colors.ComboPoints[2], db.classResources.comboPoints[2]) ElvUF.colors.ComboPoints[3] = E:SetColorTable(ElvUF.colors.ComboPoints[3], db.classResources.comboPoints[3]) --Monk, Mage, Paladin and Warlock, Death Knight if not ElvUF.colors.ClassBars then ElvUF.colors.ClassBars = {} end if not ElvUF.colors.ClassBars.MONK then ElvUF.colors.ClassBars.MONK = {} end ElvUF.colors.ClassBars.PALADIN = E:SetColorTable(ElvUF.colors.ClassBars.PALADIN, db.classResources.PALADIN) ElvUF.colors.ClassBars.MAGE = E:SetColorTable(ElvUF.colors.ClassBars.MAGE, db.classResources.MAGE) ElvUF.colors.ClassBars.MONK[1] = E:SetColorTable(ElvUF.colors.ClassBars.MONK[1], db.classResources.MONK[1]) ElvUF.colors.ClassBars.MONK[2] = E:SetColorTable(ElvUF.colors.ClassBars.MONK[2], db.classResources.MONK[2]) ElvUF.colors.ClassBars.MONK[3] = E:SetColorTable(ElvUF.colors.ClassBars.MONK[3], db.classResources.MONK[3]) ElvUF.colors.ClassBars.MONK[4] = E:SetColorTable(ElvUF.colors.ClassBars.MONK[4], db.classResources.MONK[4]) ElvUF.colors.ClassBars.MONK[5] = E:SetColorTable(ElvUF.colors.ClassBars.MONK[5], db.classResources.MONK[5]) ElvUF.colors.ClassBars.MONK[6] = E:SetColorTable(ElvUF.colors.ClassBars.MONK[6], db.classResources.MONK[6]) ElvUF.colors.ClassBars.DEATHKNIGHT = E:SetColorTable(ElvUF.colors.ClassBars.DEATHKNIGHT, db.classResources.DEATHKNIGHT) ElvUF.colors.ClassBars.WARLOCK = E:SetColorTable(ElvUF.colors.ClassBars.WARLOCK, db.classResources.WARLOCK) -- these are just holders.. to maintain and update tables if not ElvUF.colors.reaction.good then ElvUF.colors.reaction.good = {} end if not ElvUF.colors.reaction.bad then ElvUF.colors.reaction.bad = {} end if not ElvUF.colors.reaction.neutral then ElvUF.colors.reaction.neutral = {} end ElvUF.colors.reaction.good = E:SetColorTable(ElvUF.colors.reaction.good, db.reaction.GOOD) ElvUF.colors.reaction.bad = E:SetColorTable(ElvUF.colors.reaction.bad, db.reaction.BAD) ElvUF.colors.reaction.neutral = E:SetColorTable(ElvUF.colors.reaction.neutral, db.reaction.NEUTRAL) if not ElvUF.colors.smoothHealth then ElvUF.colors.smoothHealth = {} end ElvUF.colors.smoothHealth = E:SetColorTable(ElvUF.colors.smoothHealth, db.health) if not ElvUF.colors.smooth then ElvUF.colors.smooth = {1, 0, 0, 1, 1, 0} end -- end ElvUF.colors.reaction[1] = ElvUF.colors.reaction.bad ElvUF.colors.reaction[2] = ElvUF.colors.reaction.bad ElvUF.colors.reaction[3] = ElvUF.colors.reaction.bad ElvUF.colors.reaction[4] = ElvUF.colors.reaction.neutral ElvUF.colors.reaction[5] = ElvUF.colors.reaction.good ElvUF.colors.reaction[6] = ElvUF.colors.reaction.good ElvUF.colors.reaction[7] = ElvUF.colors.reaction.good ElvUF.colors.reaction[8] = ElvUF.colors.reaction.good ElvUF.colors.smooth[7] = ElvUF.colors.smoothHealth[1] ElvUF.colors.smooth[8] = ElvUF.colors.smoothHealth[2] ElvUF.colors.smooth[9] = ElvUF.colors.smoothHealth[3] ElvUF.colors.castColor = E:SetColorTable(ElvUF.colors.castColor, db.castColor) ElvUF.colors.castNoInterrupt = E:SetColorTable(ElvUF.colors.castNoInterrupt, db.castNoInterrupt) if not ElvUF.colors.DebuffHighlight then ElvUF.colors.DebuffHighlight = {} end ElvUF.colors.DebuffHighlight.Magic = E:SetColorTable(ElvUF.colors.DebuffHighlight.Magic, db.debuffHighlight.Magic) ElvUF.colors.DebuffHighlight.Curse = E:SetColorTable(ElvUF.colors.DebuffHighlight.Curse, db.debuffHighlight.Curse) ElvUF.colors.DebuffHighlight.Disease = E:SetColorTable(ElvUF.colors.DebuffHighlight.Disease, db.debuffHighlight.Disease) ElvUF.colors.DebuffHighlight.Poison = E:SetColorTable(ElvUF.colors.DebuffHighlight.Poison, db.debuffHighlight.Poison) end function UF:Update_StatusBars() local statusBarTexture = LSM:Fetch("statusbar", self.db.statusbar) for statusbar in pairs(UF.statusbars) do if statusbar and statusbar:GetObjectType() == 'StatusBar' and not statusbar.isTransparent then statusbar:SetStatusBarTexture(statusBarTexture) if statusbar.texture then statusbar.texture = statusBarTexture end --Update .texture on oUF Power element elseif statusbar and statusbar:GetObjectType() == 'Texture' then statusbar:SetTexture(statusBarTexture) end end end function UF:Update_StatusBar(bar) bar:SetStatusBarTexture(LSM:Fetch("statusbar", self.db.statusbar)) end function UF:Update_FontString(object) object:FontTemplate(LSM:Fetch("font", self.db.font), self.db.fontSize, self.db.fontOutline) end function UF:Update_FontStrings() local stringFont = LSM:Fetch("font", self.db.font) for font in pairs(UF.fontstrings) do font:FontTemplate(stringFont, self.db.fontSize, self.db.fontOutline) end end function UF:Configure_FontString(obj) UF.fontstrings[obj] = true obj:FontTemplate() --This is temporary. end function UF:Update_AllFrames() if InCombatLockdown() then self:RegisterEvent('PLAYER_REGEN_ENABLED'); return end if E.private.unitframe.enable ~= true then return; end self:UpdateColors() self:Update_FontStrings() self:Update_StatusBars() for unit in pairs(self.units) do if self.db.units[unit].enable then self[unit]:Enable() self[unit]:Update() E:EnableMover(self[unit].mover:GetName()) else self[unit]:Disable() E:DisableMover(self[unit].mover:GetName()) end end for unit, group in pairs(self.groupunits) do if self.db.units[group].enable then self[unit]:Enable() self[unit]:Update() E:EnableMover(self[unit].mover:GetName()) else self[unit]:Disable() E:DisableMover(self[unit].mover:GetName()) end end self:UpdateAllHeaders() end function UF:CreateAndUpdateUFGroup(group, numGroup) if InCombatLockdown() then self:RegisterEvent('PLAYER_REGEN_ENABLED'); return end for i=1, numGroup do local unit = group..i local frameName = E:StringTitle(unit) frameName = frameName:gsub('t(arget)', 'T%1') if not self[unit] then self.groupunits[unit] = group; self[unit] = ElvUF:Spawn(unit, 'ElvUF_'..frameName) self[unit].index = i self[unit]:SetParent(ElvUF_Parent) self[unit]:SetID(i) end frameName = E:StringTitle(group) frameName = frameName:gsub('t(arget)', 'T%1') self[unit].Update = function() UF["Update_"..E:StringTitle(frameName).."Frames"](self, self[unit], self.db.units[group]) end if self.db.units[group].enable then self[unit]:Enable() if group == 'arena' then self[unit]:SetAttribute('oUF-enableArenaPrep', true) end self[unit].Update() if self[unit].isForced then self:ForceShow(self[unit]) end E:EnableMover(self[unit].mover:GetName()) else self[unit]:Disable() if group == 'arena' then self[unit]:SetAttribute('oUF-enableArenaPrep', false) end E:DisableMover(self[unit].mover:GetName()) end end end function UF:HeaderUpdateSpecificElement(group, elementName) assert(self[group], "Invalid group specified.") for i=1, self[group]:GetNumChildren() do local frame = select(i, self[group]:GetChildren()) if frame and frame.Health then frame:UpdateElement(elementName) end end end --Keep an eye on this one, it may need to be changed too --Reference: http://www.tukui.org/forums/topic.php?id=35332 function UF.groupPrototype:GetAttribute(name) return self.groups[1]:GetAttribute(name) end function UF.groupPrototype:Configure_Groups(self) local db = UF.db.units[self.groupName] local point local width, height, newCols, newRows = 0, 0, 0, 0 local direction = db.growthDirection local xMult, yMult = DIRECTION_TO_HORIZONTAL_SPACING_MULTIPLIER[direction], DIRECTION_TO_VERTICAL_SPACING_MULTIPLIER[direction] local UNIT_HEIGHT = db.infoPanel and db.infoPanel.enable and (db.height + db.infoPanel.height) or db.height local groupSpacing = db.groupSpacing local numGroups = self.numGroups for i=1, numGroups do local group = self.groups[i] point = DIRECTION_TO_POINT[direction] if group then UF:ConvertGroupDB(group) if point == "LEFT" or point == "RIGHT" then group:SetAttribute("xOffset", db.horizontalSpacing * DIRECTION_TO_HORIZONTAL_SPACING_MULTIPLIER[direction]) group:SetAttribute("yOffset", 0) group:SetAttribute("columnSpacing", db.verticalSpacing) else group:SetAttribute("xOffset", 0) group:SetAttribute("yOffset", db.verticalSpacing * DIRECTION_TO_VERTICAL_SPACING_MULTIPLIER[direction]) group:SetAttribute("columnSpacing", db.horizontalSpacing) end if not group.isForced then if not group.initialized then group:SetAttribute("startingIndex", db.raidWideSorting and (-min(numGroups * (db.groupsPerRowCol * 5), MAX_RAID_MEMBERS) + 1) or -4) group:Show() group.initialized = true end group:SetAttribute('startingIndex', 1) end group:ClearAllPoints() if db.raidWideSorting and db.invertGroupingOrder then group:SetAttribute("columnAnchorPoint", INVERTED_DIRECTION_TO_COLUMN_ANCHOR_POINT[direction]) else group:SetAttribute("columnAnchorPoint", DIRECTION_TO_COLUMN_ANCHOR_POINT[direction]) end group:ClearChildPoints() group:SetAttribute("point", point) if not group.isForced then group:SetAttribute("maxColumns", db.raidWideSorting and numGroups or 1) group:SetAttribute("unitsPerColumn", db.raidWideSorting and (db.groupsPerRowCol * 5) or 5) UF.headerGroupBy[db.groupBy](group) group:SetAttribute('sortDir', db.sortDir) group:SetAttribute("showPlayer", db.showPlayer) end if i == 1 and db.raidWideSorting then group:SetAttribute("groupFilter", "1,2,3,4,5,6,7,8") else group:SetAttribute("groupFilter", tostring(i)) end end --MATH!! WOOT point = DIRECTION_TO_GROUP_ANCHOR_POINT[direction] if db.raidWideSorting and db.startFromCenter then point = DIRECTION_TO_GROUP_ANCHOR_POINT["OUT_"..direction] end if (i - 1) % db.groupsPerRowCol == 0 then if DIRECTION_TO_POINT[direction] == "LEFT" or DIRECTION_TO_POINT[direction] == "RIGHT" then if group then group:Point(point, self, point, 0, height * yMult) end height = height + UNIT_HEIGHT + db.verticalSpacing + groupSpacing newRows = newRows + 1 else if group then group:Point(point, self, point, width * xMult, 0) end width = width + db.width + db.horizontalSpacing + groupSpacing newCols = newCols + 1 end else if DIRECTION_TO_POINT[direction] == "LEFT" or DIRECTION_TO_POINT[direction] == "RIGHT" then if newRows == 1 then if group then group:Point(point, self, point, width * xMult, 0) end width = width + ((db.width + db.horizontalSpacing) * 5) + groupSpacing newCols = newCols + 1 elseif group then group:Point(point, self, point, ((((db.width + db.horizontalSpacing) * 5) * ((i-1) % db.groupsPerRowCol))+((i-1) % db.groupsPerRowCol)*groupSpacing) * xMult, (((UNIT_HEIGHT + db.verticalSpacing+groupSpacing) * (newRows - 1))) * yMult) end else if newCols == 1 then if group then group:Point(point, self, point, 0, height * yMult) end height = height + ((UNIT_HEIGHT + db.verticalSpacing) * 5) + groupSpacing newRows = newRows + 1 elseif group then group:Point(point, self, point, (((db.width + db.horizontalSpacing +groupSpacing) * (newCols - 1))) * xMult, ((((UNIT_HEIGHT + db.verticalSpacing) * 5) * ((i-1) % db.groupsPerRowCol))+((i-1) % db.groupsPerRowCol)*groupSpacing) * yMult) end end end if height == 0 then height = height + ((UNIT_HEIGHT + db.verticalSpacing) * 5) +groupSpacing elseif width == 0 then width = width + ((db.width + db.horizontalSpacing) * 5) +groupSpacing end end if not self.isInstanceForced then self.dirtyWidth = width - db.horizontalSpacing -groupSpacing self.dirtyHeight = height - db.verticalSpacing -groupSpacing end if self.mover then self.mover.positionOverride = DIRECTION_TO_GROUP_ANCHOR_POINT[direction] E:UpdatePositionOverride(self.mover:GetName()) self:GetScript("OnSizeChanged")(self) --Mover size is not updated if frame is hidden, so call an update manually end self:SetSize(width - db.horizontalSpacing -groupSpacing, height - db.verticalSpacing -groupSpacing) end function UF.groupPrototype:Update(self) local group = self.groupName UF[group].db = UF.db.units[group] for i=1, #self.groups do self.groups[i].db = UF.db.units[group] self.groups[i]:Update() end end function UF.groupPrototype:AdjustVisibility(self) if not self.isForced then local numGroups = self.numGroups for i=1, #self.groups do local group = self.groups[i] if (i <= numGroups) and ((self.db.raidWideSorting and i <= 1) or not self.db.raidWideSorting) then group:Show() else if group.forceShow then group:Hide() UF:UnshowChildUnits(group, group:GetChildren()) group:SetAttribute('startingIndex', 1) else group:Reset() end end end end end function UF.headerPrototype:ClearChildPoints() for i=1, self:GetNumChildren() do local child = select(i, self:GetChildren()) child:ClearAllPoints() end end function UF.headerPrototype:Update(isForced) local group = self.groupName local db = UF.db.units[group] UF["Update_"..E:StringTitle(group).."Header"](UF, self, db, isForced) local i = 1 local child = self:GetAttribute("child" .. i) while child do UF["Update_"..E:StringTitle(group).."Frames"](UF, child, db) if _G[child:GetName()..'Pet'] then UF["Update_"..E:StringTitle(group).."Frames"](UF, _G[child:GetName()..'Pet'], db) end if _G[child:GetName()..'Target'] then UF["Update_"..E:StringTitle(group).."Frames"](UF, _G[child:GetName()..'Target'], db) end i = i + 1 child = self:GetAttribute("child" .. i) end end function UF.headerPrototype:Reset() self:Hide() self:SetAttribute("showPlayer", true) self:SetAttribute("showSolo", true) self:SetAttribute("showParty", true) self:SetAttribute("showRaid", true) self:SetAttribute("columnSpacing", nil) self:SetAttribute("columnAnchorPoint", nil) self:SetAttribute("groupBy", nil) self:SetAttribute("groupFilter", nil) self:SetAttribute("groupingOrder", nil) self:SetAttribute("maxColumns", nil) self:SetAttribute("nameList", nil) self:SetAttribute("point", nil) self:SetAttribute("sortDir", nil) self:SetAttribute("sortMethod", "NAME") self:SetAttribute("startingIndex", nil) self:SetAttribute("strictFiltering", nil) self:SetAttribute("unitsPerColumn", nil) self:SetAttribute("xOffset", nil) self:SetAttribute("yOffset", nil) end function UF:CreateHeader(parent, groupFilter, overrideName, template, groupName, headerTemplate) local group = parent.groupName or groupName local db = UF.db.units[group] ElvUF:SetActiveStyle("ElvUF_"..E:StringTitle(group)) local header = ElvUF:SpawnHeader(overrideName, headerTemplate, nil, 'oUF-initialConfigFunction', ("self:SetWidth(%d); self:SetHeight(%d);"):format(db.width, db.height), 'groupFilter', groupFilter, 'showParty', true, 'showRaid', true, 'showSolo', true, template and 'template', template) header.groupName = group header:SetParent(parent) header:Show() for k, v in pairs(self.headerPrototype) do header[k] = v end return header end function UF:CreateAndUpdateHeaderGroup(group, groupFilter, template, headerUpdate, headerTemplate) if InCombatLockdown() then self:RegisterEvent('PLAYER_REGEN_ENABLED'); return end local db = self.db.units[group] local raidFilter = UF.db.smartRaidFilter local numGroups = db.numGroups if(raidFilter and numGroups and (self[group] and not self[group].blockVisibilityChanges)) then local inInstance, instanceType = IsInInstance() if(inInstance and (instanceType == 'raid' or instanceType == 'pvp')) then local _, _, _, _, maxPlayers, _, _, instanceMapID = GetInstanceInfo() if UF.instanceMapIDs[instanceMapID] then maxPlayers = UF.instanceMapIDs[instanceMapID] end if maxPlayers > 0 then numGroups = E:Round(maxPlayers/5) E:Print(group, "Forcing maxGroups to: "..numGroups.." because maxPlayers is: "..maxPlayers) end end end if not self[group] then local stringTitle = E:StringTitle(group) ElvUF:RegisterStyle("ElvUF_"..stringTitle, UF["Construct_"..stringTitle.."Frames"]) ElvUF:SetActiveStyle("ElvUF_"..stringTitle) if db.numGroups then self[group] = CreateFrame('Frame', 'ElvUF_'..stringTitle, ElvUF_Parent, 'SecureHandlerStateTemplate'); self[group].groups = {} self[group].groupName = group self[group].template = self[group].template or template self[group].headerTemplate = self[group].headerTemplate or headerTemplate if not UF.headerFunctions[group] then UF.headerFunctions[group] = {} end for k, v in pairs(self.groupPrototype) do UF.headerFunctions[group][k] = v end else self[group] = self:CreateHeader(ElvUF_Parent, groupFilter, "ElvUF_"..E:StringTitle(group), template, group, headerTemplate) end self[group].db = db self.headers[group] = self[group] self[group]:Show() end self[group].numGroups = numGroups if numGroups then if db.raidWideSorting then if not self[group].groups[1] then self[group].groups[1] = self:CreateHeader(self[group], nil, "ElvUF_"..E:StringTitle(self[group].groupName)..'Group1', template or self[group].template, nil, headerTemplate or self[group].headerTemplate) end else while numGroups > #self[group].groups do local index = tostring(#self[group].groups + 1) tinsert(self[group].groups, self:CreateHeader(self[group], index, "ElvUF_"..E:StringTitle(self[group].groupName)..'Group'..index, template or self[group].template, nil, headerTemplate or self[group].headerTemplate)) end end UF.headerFunctions[group]:AdjustVisibility(self[group]) if headerUpdate or not self[group].mover then UF.headerFunctions[group]:Configure_Groups(self[group]) if not self[group].isForced and not self[group].blockVisibilityChanges then RegisterStateDriver(self[group], "visibility", db.visibility) end else UF.headerFunctions[group]:Configure_Groups(self[group]) UF.headerFunctions[group]:Update(self[group]) end if(db.enable) then if self[group].mover then E:EnableMover(self[group].mover:GetName()) end else UnregisterStateDriver(self[group], "visibility") self[group]:Hide() if self[group].mover then E:DisableMover(self[group].mover:GetName()) end return end else self[group].db = db if not UF.headerFunctions[group] then UF.headerFunctions[group] = {} end UF.headerFunctions[group].Update = function() local db = UF.db.units[group] if db.enable ~= true then UnregisterAttributeDriver(UF[group], "state-visibility") UF[group]:Hide() if(UF[group].mover) then E:DisableMover(UF[group].mover:GetName()) end return end UF["Update_"..E:StringTitle(group).."Header"](UF, UF[group], db) for i=1, UF[group]:GetNumChildren() do local child = select(i, UF[group]:GetChildren()) UF["Update_"..E:StringTitle(group).."Frames"](UF, child, UF.db.units[group]) if _G[child:GetName()..'Target'] then UF["Update_"..E:StringTitle(group).."Frames"](UF, _G[child:GetName()..'Target'], UF.db.units[group]) end if _G[child:GetName()..'Pet'] then UF["Update_"..E:StringTitle(group).."Frames"](UF, _G[child:GetName()..'Pet'], UF.db.units[group]) end end E:EnableMover(UF[group].mover:GetName()) end if headerUpdate then UF["Update_"..E:StringTitle(group).."Header"](self, self[group], db) else UF.headerFunctions[group]:Update(self[group]) end end end function UF:PLAYER_REGEN_ENABLED() self:Update_AllFrames() self:UnregisterEvent('PLAYER_REGEN_ENABLED') end function UF:CreateAndUpdateUF(unit) assert(unit, 'No unit provided to create or update.') if InCombatLockdown() then self:RegisterEvent('PLAYER_REGEN_ENABLED'); return end local frameName = E:StringTitle(unit) frameName = frameName:gsub('t(arget)', 'T%1') if not self[unit] then self[unit] = ElvUF:Spawn(unit, 'ElvUF_'..frameName) self.units[unit] = unit end self[unit].Update = function() UF["Update_"..frameName.."Frame"](self, self[unit], self.db.units[unit]) end if self[unit]:GetParent() ~= ElvUF_Parent then self[unit]:SetParent(ElvUF_Parent) end if self.db.units[unit].enable then self[unit]:Enable() self[unit].Update() E:EnableMover(self[unit].mover:GetName()) else self[unit]:Disable() E:DisableMover(self[unit].mover:GetName()) end end function UF:LoadUnits() for _, unit in pairs(self.unitstoload) do self:CreateAndUpdateUF(unit) end self.unitstoload = nil for group, groupOptions in pairs(self.unitgroupstoload) do local numGroup, template = unpack(groupOptions) self:CreateAndUpdateUFGroup(group, numGroup, template) end self.unitgroupstoload = nil for group, groupOptions in pairs(self.headerstoload) do local groupFilter, template, headerTemplate if type(groupOptions) == 'table' then groupFilter, template, headerTemplate = unpack(groupOptions) end self:CreateAndUpdateHeaderGroup(group, groupFilter, template, nil, headerTemplate) end self.headerstoload = nil end function UF:RegisterRaidDebuffIndicator() local _, instanceType = IsInInstance(); local ORD = ns.oUF_RaidDebuffs or oUF_RaidDebuffs if ORD then ORD:ResetDebuffData() local instance = E.global.unitframe.raidDebuffIndicator.instanceFilter local other = E.global.unitframe.raidDebuffIndicator.otherFilter local instanceSpells = ((E.global.unitframe.aurafilters[instance] and E.global.unitframe.aurafilters[instance].spells) or E.global.unitframe.aurafilters.RaidDebuffs.spells) local otherSpells = ((E.global.unitframe.aurafilters[other] and E.global.unitframe.aurafilters[other].spells) or E.global.unitframe.aurafilters.CCDebuffs.spells) if instanceType == "party" or instanceType == "raid" then ORD:RegisterDebuffs(instanceSpells) else ORD:RegisterDebuffs(otherSpells) end end end function UF:UpdateAllHeaders(event) if InCombatLockdown() then self:RegisterEvent('PLAYER_REGEN_ENABLED', 'UpdateAllHeaders') return end if event == 'PLAYER_REGEN_ENABLED' then self:UnregisterEvent('PLAYER_REGEN_ENABLED') end if E.private.unitframe.disabledBlizzardFrames.party then ElvUF:DisableBlizzard('party') end self:RegisterRaidDebuffIndicator() local smartRaidFilterEnabled = self.db.smartRaidFilter for group, header in pairs(self.headers) do UF.headerFunctions[group]:Update(header) local shouldUpdateHeader if header.numGroups == nil or smartRaidFilterEnabled then shouldUpdateHeader = false elseif header.numGroups ~= nil and not smartRaidFilterEnabled then shouldUpdateHeader = true end self:CreateAndUpdateHeaderGroup(group, nil, nil, shouldUpdateHeader) if group == 'party' or group == 'raid' or group == 'raid40' then --Update BuffIndicators on profile change as they might be using profile specific data self:UpdateAuraWatchFromHeader(group) end end end local function HideRaid() if InCombatLockdown() then return end CompactRaidFrameManager:Kill() local compact_raid = CompactRaidFrameManager_GetSetting("IsShown") if compact_raid and compact_raid ~= "0" then CompactRaidFrameManager_SetSetting("IsShown", "0") end end function UF:DisableBlizzard() if (not E.private.unitframe.disabledBlizzardFrames.raid) and (not E.private.unitframe.disabledBlizzardFrames.party) then return; end if not CompactRaidFrameManager_UpdateShown then E:StaticPopup_Show("WARNING_BLIZZARD_ADDONS") else if not CompactRaidFrameManager.hookedHide then hooksecurefunc("CompactRaidFrameManager_UpdateShown", HideRaid) CompactRaidFrameManager:HookScript('OnShow', HideRaid) CompactRaidFrameManager.hookedHide = true end CompactRaidFrameContainer:UnregisterAllEvents() HideRaid() end end local hiddenParent = CreateFrame("Frame") hiddenParent:Hide() local HandleFrame = function(baseName) local frame if(type(baseName) == 'string') then frame = _G[baseName] else frame = baseName end if(frame) then frame:UnregisterAllEvents() frame:Hide() -- Keep frame hidden without causing taint frame:SetParent(hiddenParent) local health = frame.healthbar if(health) then health:UnregisterAllEvents() end local power = frame.manabar if(power) then power:UnregisterAllEvents() end local spell = frame.spellbar if(spell) then spell:UnregisterAllEvents() end local altpowerbar = frame.powerBarAlt if(altpowerbar) then altpowerbar:UnregisterAllEvents() end end end function ElvUF:DisableBlizzard(unit) if(not unit) or InCombatLockdown() then return end if(unit == 'player') and E.private.unitframe.disabledBlizzardFrames.player then HandleFrame(PlayerFrame) -- For the damn vehicle support: PlayerFrame:RegisterUnitEvent('UNIT_ENTERING_VEHICLE', "player") PlayerFrame:RegisterUnitEvent('UNIT_ENTERED_VEHICLE', "player") PlayerFrame:RegisterUnitEvent('UNIT_EXITING_VEHICLE', "player") PlayerFrame:RegisterUnitEvent('UNIT_EXITED_VEHICLE', "player") PlayerFrame:RegisterEvent('PLAYER_ENTERING_WORLD') -- User placed frames don't animate PlayerFrame:SetUserPlaced(true) PlayerFrame:SetDontSavePosition(true) RuneFrame:SetParent(PlayerFrame) elseif(unit == 'pet') and E.private.unitframe.disabledBlizzardFrames.player then HandleFrame(PetFrame) elseif(unit == 'target') and E.private.unitframe.disabledBlizzardFrames.target then HandleFrame(TargetFrame) HandleFrame(ComboFrame) elseif(unit == 'focus') and E.private.unitframe.disabledBlizzardFrames.focus then HandleFrame(FocusFrame) HandleFrame(FocusFrameToT) elseif(unit == 'targettarget') and E.private.unitframe.disabledBlizzardFrames.target then HandleFrame(TargetFrameToT) elseif(unit:match'(boss)%d?$' == 'boss') and E.private.unitframe.disabledBlizzardFrames.boss then local id = unit:match'boss(%d)' if(id) then HandleFrame('Boss' .. id .. 'TargetFrame') else for i=1, MAX_BOSS_FRAMES do HandleFrame(('Boss%dTargetFrame'):format(i)) end end elseif(unit:match'(party)%d?$' == 'party') and E.private.unitframe.disabledBlizzardFrames.party then local id = unit:match'party(%d)' if(id) then HandleFrame('PartyMemberFrame' .. id) else for i=1, 4 do HandleFrame(('PartyMemberFrame%d'):format(i)) end end HandleFrame(PartyMemberBackground) elseif(unit:match'(arena)%d?$' == 'arena') and E.private.unitframe.disabledBlizzardFrames.arena then local id = unit:match'arena(%d)' if(id) then HandleFrame('ArenaEnemyFrame' .. id) HandleFrame('ArenaPrepFrame'..id) HandleFrame('ArenaEnemyFrame'..id..'PetFrame') else for i=1, 5 do HandleFrame(('ArenaEnemyFrame%d'):format(i)) HandleFrame(('ArenaPrepFrame%d'):format(i)) HandleFrame(('ArenaEnemyFrame%dPetFrame'):format(i)) end end end end function UF:ADDON_LOADED(_, addon) if addon ~= 'Blizzard_ArenaUI' then return; end ElvUF:DisableBlizzard('arena') self:UnregisterEvent("ADDON_LOADED"); end local hasEnteredWorld = false function UF:PLAYER_ENTERING_WORLD() if not hasEnteredWorld then --We only want to run Update_AllFrames once when we first log in or /reload self:Update_AllFrames() hasEnteredWorld = true else local _, instanceType = IsInInstance() if instanceType ~= "none" then --We need to update headers when we zone into an instance UF:UpdateAllHeaders() end end end function UF:UnitFrameThreatIndicator_Initialize(_, unitFrame) unitFrame:UnregisterAllEvents() --Arena Taint Fix end function UF:ResetUnitSettings(unit) E:CopyTable(self.db.units[unit], P.unitframe.units[unit]); if self.db.units[unit].buffs and self.db.units[unit].buffs.sizeOverride then self.db.units[unit].buffs.sizeOverride = P.unitframe.units[unit].buffs.sizeOverride or 0 end if self.db.units[unit].debuffs and self.db.units[unit].debuffs.sizeOverride then self.db.units[unit].debuffs.sizeOverride = P.unitframe.units[unit].debuffs.sizeOverride or 0 end self:Update_AllFrames() end function UF:ToggleForceShowGroupFrames(unitGroup, numGroup) for i=1, numGroup do if self[unitGroup..i] and not self[unitGroup..i].isForced then UF:ForceShow(self[unitGroup..i]) elseif self[unitGroup..i] then UF:UnforceShow(self[unitGroup..i]) end end end local ignoreSettings = { ['position'] = true, ['priority'] = true, } local ignoreSettingsGroup = { ['visibility'] = true, } local allowPass = { ['sizeOverride'] = true, } function UF:MergeUnitSettings(fromUnit, toUnit, isGroupUnit) local db = self.db.units local filter = ignoreSettings if isGroupUnit then filter = ignoreSettingsGroup end if fromUnit ~= toUnit then for option, value in pairs(db[fromUnit]) do if type(value) ~= 'table' and not filter[option] then if db[toUnit][option] ~= nil then db[toUnit][option] = value end elseif not filter[option] then if type(value) == 'table' then for opt, val in pairs(db[fromUnit][option]) do --local val = db[fromUnit][option][opt] if type(val) ~= 'table' and not filter[opt] then if db[toUnit][option] ~= nil and (db[toUnit][option][opt] ~= nil or allowPass[opt]) then db[toUnit][option][opt] = val end elseif not filter[opt] then if type(val) == 'table' then for o, v in pairs(db[fromUnit][option][opt]) do if not filter[o] then if db[toUnit][option] ~= nil and db[toUnit][option][opt] ~= nil and db[toUnit][option][opt][o] ~= nil then db[toUnit][option][opt][o] = v end end end end end end end end end else E:Print(L["You cannot copy settings from the same unit."]) end self:Update_AllFrames() end local function updateColor(self, r, g, b) if not self.isTransparent then return end if self.backdrop then local _, _, _, a = self.backdrop:GetBackdropColor() self.backdrop:SetBackdropColor(r * 0.58, g * 0.58, b * 0.58, a) elseif self:GetParent().template then local _, _, _, a = self:GetParent():GetBackdropColor() self:GetParent():SetBackdropColor(r * 0.58, g * 0.58, b * 0.58, a) end if self.bg and self.bg:GetObjectType() == 'Texture' and not self.bg.multiplier then self.bg:SetColorTexture(r * 0.35, g * 0.35, b * 0.35) end end function UF:ToggleTransparentStatusBar(isTransparent, statusBar, backdropTex, adjustBackdropPoints, invertBackdropTex, reverseFill) statusBar.isTransparent = isTransparent local statusBarTex = statusBar:GetStatusBarTexture() local statusBarOrientation = statusBar:GetOrientation() if isTransparent then if statusBar.backdrop then statusBar.backdrop:SetTemplate("Transparent", nil, nil, nil, true) statusBar.backdrop.ignoreUpdates = true elseif statusBar:GetParent().template then statusBar:GetParent():SetTemplate("Transparent", nil, nil, nil, true) statusBar:GetParent().ignoreUpdates = true end statusBar:SetStatusBarTexture(0, 0, 0, 0) if statusBar.texture then statusBar.texture = statusBar:GetStatusBarTexture() end --Needed for Power element backdropTex:ClearAllPoints() if statusBarOrientation == 'VERTICAL' then backdropTex:Point("TOPLEFT", statusBar, "TOPLEFT") backdropTex:Point("BOTTOMLEFT", statusBarTex, "TOPLEFT") backdropTex:Point("BOTTOMRIGHT", statusBarTex, "TOPRIGHT") else if reverseFill then backdropTex:Point("TOPRIGHT", statusBarTex, "TOPLEFT") backdropTex:Point("BOTTOMRIGHT", statusBarTex, "BOTTOMLEFT") backdropTex:Point("BOTTOMLEFT", statusBar, "BOTTOMLEFT") else backdropTex:Point("TOPLEFT", statusBarTex, "TOPRIGHT") backdropTex:Point("BOTTOMLEFT", statusBarTex, "BOTTOMRIGHT") backdropTex:Point("BOTTOMRIGHT", statusBar, "BOTTOMRIGHT") end end if invertBackdropTex then backdropTex:Show() end if not invertBackdropTex and not statusBar.hookedColor then hooksecurefunc(statusBar, "SetStatusBarColor", updateColor) statusBar.hookedColor = true end if backdropTex.multiplier then backdropTex.multiplier = 0.25 end else if statusBar.backdrop then statusBar.backdrop:SetTemplate("Default", nil, nil, not statusBar.PostCastStart and self.thinBorders, true) statusBar.backdrop.ignoreUpdates = nil elseif statusBar:GetParent().template then statusBar:GetParent():SetTemplate("Default", nil, nil, self.thinBorders, true) statusBar:GetParent().ignoreUpdates = nil end statusBar:SetStatusBarTexture(LSM:Fetch("statusbar", self.db.statusbar)) if statusBar.texture then statusBar.texture = statusBar:GetStatusBarTexture() end if adjustBackdropPoints then backdropTex:ClearAllPoints() if statusBarOrientation == 'VERTICAL' then backdropTex:Point("TOPLEFT", statusBar, "TOPLEFT") backdropTex:Point("BOTTOMLEFT", statusBarTex, "TOPLEFT") backdropTex:Point("BOTTOMRIGHT", statusBarTex, "TOPRIGHT") else if reverseFill then backdropTex:Point("TOPRIGHT", statusBarTex, "TOPLEFT") backdropTex:Point("BOTTOMRIGHT", statusBarTex, "BOTTOMLEFT") backdropTex:Point("BOTTOMLEFT", statusBar, "BOTTOMLEFT") else backdropTex:Point("TOPLEFT", statusBarTex, "TOPRIGHT") backdropTex:Point("BOTTOMLEFT", statusBarTex, "BOTTOMRIGHT") backdropTex:Point("BOTTOMRIGHT", statusBar, "BOTTOMRIGHT") end end end if invertBackdropTex then backdropTex:Hide() end if backdropTex.multiplier then backdropTex.multiplier = 0.25 end end end function UF:Initialize() self.db = E.db.unitframe self.thinBorders = self.db.thinBorders or E.PixelMode if E.private.unitframe.enable ~= true then return; end E.UnitFrames = UF; local ElvUF_Parent = CreateFrame('Frame', 'ElvUF_Parent', E.UIParent, 'SecureHandlerStateTemplate'); ElvUF_Parent:SetFrameStrata("LOW") RegisterStateDriver(ElvUF_Parent, "visibility", "[petbattle] hide; show") self:UpdateColors() ElvUF:RegisterStyle('ElvUF', function(frame, unit) self:Construct_UF(frame, unit) end) self:LoadUnits() self:RegisterEvent('PLAYER_ENTERING_WORLD') --InterfaceOptionsFrameCategoriesButton9:SetScale(0.0001) --[[if E.private.unitframe.disabledBlizzardFrames.arena and E.private.unitframe.disabledBlizzardFrames.focus and E.private.unitframe.disabledBlizzardFrames.party then InterfaceOptionsFrameCategoriesButton10:SetScale(0.0001) end if E.private.unitframe.disabledBlizzardFrames.target then InterfaceOptionsCombatPanelTargetOfTarget:SetScale(0.0001) InterfaceOptionsCombatPanelTargetOfTarget:SetAlpha(0) end]] if E.private.unitframe.disabledBlizzardFrames.party and E.private.unitframe.disabledBlizzardFrames.raid then self:DisableBlizzard() --InterfaceOptionsFrameCategoriesButton11:SetScale(0.0001) self:RegisterEvent('GROUP_ROSTER_UPDATE', 'DisableBlizzard') UIParent:UnregisterEvent('GROUP_ROSTER_UPDATE') --This may fuck shit up.. we'll see... else CompactUnitFrameProfiles:RegisterEvent('VARIABLES_LOADED') end if (not E.private.unitframe.disabledBlizzardFrames.party) and (not E.private.unitframe.disabledBlizzardFrames.raid) then E.RaidUtility.Initialize = E.noop end if E.private.unitframe.disabledBlizzardFrames.arena then self:SecureHook('UnitFrameThreatIndicator_Initialize') if not IsAddOnLoaded('Blizzard_ArenaUI') then self:RegisterEvent('ADDON_LOADED') else ElvUF:DisableBlizzard('arena') end end local ORD = ns.oUF_RaidDebuffs or oUF_RaidDebuffs if not ORD then return end ORD.ShowDispellableDebuff = true ORD.FilterDispellableDebuff = true ORD.MatchBySpellName = false self:UpdateRangeCheckSpells() end local function InitializeCallback() UF:Initialize() end E:RegisterInitialModule(UF:GetName(), InitializeCallback)
local everestLavaBlocker = {} everestLavaBlocker.name = "everest/lavaBlockerTrigger" everestLavaBlocker.placements = { name = "lava_blocker", data = { canReenter = false } } return everestLavaBlocker
local handy = request('!.mechs.processor.handy') local opt = handy.opt local word = request('^.words.word') local expr_list = request('^.wrappers.expr_list') local empty_statement = request('empty_statement') return { name = 'return_statement', word('return'), opt(expr_list), opt(empty_statement), }
mod_name="__ProgrammableCombinator__"
include "app.gameClass.trigger.Trigger" _ENV=namespace "game" using_namespace "luaClass" using_namespace "container" ---@class SkillTrigger class("SkillTrigger"){ CLASS_DEBUG(false); super(Trigger); } function SkillTrigger:SkillTrigger(parent,triggerName,triggerArgvs,showLevel) self:Trigger(triggerName,triggerArgvs) self.level=showLevel self.parent=parent end function SkillTrigger:check() return self.parent.level>=self.level and self.parent.equipped end function SkillTrigger:toString() if self.parent.level>=self.level then return self:getSuperMethod("Trigger","toString")(self) else return string.format( "(%i)该效果未解锁",self.level ) end end
local _M = { addr = { kremcoins = 0x7e08cc, tileCollisionMathPointer = 0x7e17b2, spriteBase = 0x7e0de2, verticalPointer = 0xc414, tiledataPointer = 0x7e0098, haveBoth = 0x7e08c2, ---Height in game units for vertical levels, width for horizontal areaLength = 0x7e17b4, ---This is always the traditional width no matter the level type areaWidth = 0x7e0afc, ---This is always the traditional height no matter the level type areaHeight = 0x7e0afe, cameraX = 0x7e17ba, cameraY = 0x7e17c0, cameraX2 = 0x7e0ad7, cameraY2 = 0x7e0adb, leadChar = 0x7e08a4, partyX = 0x7e0a2a, partyY = 0x7e0a2c, solidLessThan = 0x7e00a0, kongLetters = 0x7e0902, mathLives = 0x7e08be, displayLives = 0x7e0c0, mainAreaNumber = 0x7e08a8, currentAreaNumber = 0x7e08c8, }, flag = { sprite = { dying = 0x1000, } }, size = { tile = 32, enemy = 64, sprite = 94, }, offset = { sprite = { control = 0x00, x = 0x06, y = 0x0a, jumpHeight = 0x0e, style = 0x12, velocityX = 0x20, velocityY = 0x24, motion = 0x2e, } } } return _M
---@class UnityEngine.PlayMode : System.Enum ---@field value__ int ---@field StopSameLayer UnityEngine.PlayMode ---@field StopAll UnityEngine.PlayMode local m = {} UnityEngine = {} UnityEngine.PlayMode = m return m
Config = {} -- -- Video shown on screen. Default is "CASINO_DIA_PL". -- -- CASINO_DIA_PL - Falling Diamonds -- CASINO_HLW_PL - Falling Skulls -- CASINO_SNWFLK_PL - Falling Snowflakes -- Config.VideoType = 'CASINO_DIA_PL' -- -- Enter & Exit Events -- -- These events should be fired by your teleport script when the player -- enters or exits the casino. -- Config.EnterEvent = 'chCasinoWall:enteredCasino' Config.ExitEvent = 'chCasinoWall:exitedCasino' -- -- Big Win Event -- -- Firing this event will cause the video walls to switch to the confetti -- animation before going back to the video type specified above. -- Config.BigWinEvent = 'chCasinoWall:bigWin'
--[[ name : global_data.lua version: 1.0 beta author : casanoe creation : 16/04/2021 update : 19/06/2021 TODO : ? --]] return { data = { managedEvent = { initial = {} }, globalvars = { initial = {} }, managedContext = { initial = {} }, dzbench = { history = true, maxMinutes = 10 } }, helpers = { load_dzBasicLibs = function(dz, options) -------------------- -- LIBS -- -------------------- local dzu = dz.utils local lodash = dzu._ -------------------- -- VARS -- -------------------- C_GARBAGE_FREQ = 7 * 24 * 3600 -- every 7 days C_CURL_PATH = '/usr/bin/curl' DZ_BATTERY_THRESHOLD = 10 DZ_SIGNAL_THRESHOLD = 10 DZ_LANG = 'fr' -------------------- -- TABLE -- -------------------- function table.merge(t1, t2) local r = {} for k, v in pairs(t1) do r[k] = v end for k, v in pairs(t2) do r[k] = v end return r end function table.clone(t) local r = {} for k, v in pairs(t) do r[k] = v end return r end function table.dump(o) if type(o) == 'table' then local s = '{ ' for k, v in pairs(o) do if type(k) ~= 'number' then k = '"'..k..'"' end s = s .. '['..k..'] = ' .. table.dump(v) .. ',' end return s .. '} ' else return tostring(o) end end -------------------- -- TOOLS -- -------------------- function aprint(...) lodash.print(...) end function tprint(t) for k, v in pairs(t) do print(k..' ==> '..(tostring(v) or 'nil')) end end function strFind(s, f) return string.find('|'..s:lower()..'|', '|'..tostring(f):lower()..'|', 1, true) ~= nil end function trim(s) return s:match'^()%s*$' and '' or s:match'^%s*(.*%S)' end function constrain(x, a, b) if (not x or x < a) then return a elseif (x > b) then return b else return x end end function benchmark(s, f, ...) local multiplier = 1000 -- ms local now = os.clock() local r = f(...) local elapsed = (os.clock() - now) print(string.format("<BENCHMARK> '%s' results: function calls in %2f", s, (elapsed * multiplier))) return r end function uuid(t) local template = t or 'xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx' math.randomseed(os.time()) return string.gsub(template, 'x', function (c) return string.format('%x', math.random(0, 0xf)) end) end -------------------- -- STRING -- -------------------- function string.trim(str, ch) ch = ch or "%s" if str then return (str:gsub("^"..ch.."*(.-)"..ch.."*$", "%1")) else return str end end function string.escape_markdown(str) return tostring(str):gsub('%_', '\\_'):gsub('%[', '\\['):gsub('%*', '\\*'):gsub('%`', '\\`') end function string.escape_html(str) return tostring(str):gsub('%&', '&amp;'):gsub('%<', '&lt;'):gsub('%>', '&gt;') end function string.escape_url(str) return tostring(str):gsub("[^%w]", function(chr) return string.format("%%%X", string.byte(chr)) end) end function string.escape_bash(str) return tostring(str):gsub('%$', ''):gsub('%^', ''):gsub('%&', ''):gsub('%|', ''):gsub('%;', '') end function string.truncate(str, n) local sep = "[?;!.]" local d = nil str = string.sub(str, 1, n) local p = string.find(str, sep, 1) d = p while p do p = string.find(str, sep, p + 1) if p then d = p end end return(string.sub(str, 1, d)) end function string.noaccent(str) if (str) then str = string.gsub (str, "Ç", "C") str = string.gsub (str, "ç", "c") str = string.gsub (str, "[-èéêë']+", "e") str = string.gsub (str, "[-ÈÉÊË']+", "E") str = string.gsub (str, "[-àáâãäå']+", "a") str = string.gsub (str, "[-@ÀÁÂÃÄÅ']+", "A") str = string.gsub (str, "[-ìíîï']+", "i") str = string.gsub (str, "[-ÌÍÎÏ']+", "I") str = string.gsub (str, "[-ðòóôõö']+", "o") str = string.gsub (str, "[-ÒÓÔÕÖ']+", "O") str = string.gsub (str, "[-ùúûü']+", "u") str = string.gsub (str, "[-ÙÚÛÜ']+", "U") str = string.gsub (str, "[-ýÿ']+", "y") str = string.gsub (str, "Ý", "Y") end return str end -------------------- -- GEO -- -------------------- function geoLoc(addr, lat, lon) local u if not addr or addr == '' then lat = lat or tostring(dz.settings.location.latitude) lon = lon or tostring(dz.settings.location.longitude) u = simpleCurl('"https://nominatim.openstreetmap.org/reverse?lat='..lat..'&lon='..lon..'&format=jsonv2&zoom=10"') return fromData(u) else u = simpleCurl('"https://nominatim.openstreetmap.org/search?q='..dzu.urlEncode(addr)..'&format=jsonv2&addressdetails=1"') return fromData(u)[1] end end -------------------- -- TIME -- -------------------- function timeRule(r) return (r == nil or r == "" or dz.time.matchesRule(r)) end function at(r, func, ...) if timeRule(r) then func(...) end end function secondsFromNow(last) local now = os.time(os.date('*t')) return last and math.abs(now - last) or 0 end -------------------- -- GLOBALDATA -- -------------------- function init_globalData() dz.globalData.initialize('managedEvent') dz.globalData.initialize('managedContext') dz.globalData.initialize('globalvars') dz.globalData.initialize('dzbench') dz.globalData.dzbench.reset() end function get_globalvars(k) return dz.globalData.globalvars[k] end function set_globalvars(k, v) dz.globalData.globalvars[k] = v end function is_globalvars(k) return dz.globalData.globalvars[k] ~= nil end -------------------- -- NOTIF -- -------------------- function sendNotification(message, settings) if not settings['QUIET'] or not timeRule(settings['QUIET']) then local subsystems = settings['SUBSYSTEMS'] or '' subsystems = subsystems:gsub('([^,]+)', function(x) return dz['NSS_'..x] end) local subject = settings['SUBJECT'] or 'domoticz' local priority = dz['PRIORITY_'..(settings['PRIORITY'] or 'NORMAL')] if settings['FREQUENCY'] then local n1 = managedEvent(message) and managedEvent(message)['nb'] local n2 = managedEvent(message, n1 ~= settings['FREQUENCY'])['nb'] if n2 > 0 then return false end end dz.notify(subject, message, priority, nil, nil, subsystems) return true end end -------------------- -- REQUEST -- -------------------- function fromData(data) return (dzu.isJSON(data) and dzu.fromJSON(data, data)) or (dzu.isXML(data) and dzu.fromXML(data, data)) or data end function httpRequest(url, settings) local method = "GET" local headers = settings.headers or {['Content-Type'] = "text/html"} if settings.postdata ~= nil then method = "POST" if dzu.isJSON(settings.postdata) then headers = settings.headers or {['Content-Type'] = 'application/json'} elseif dzu.isXML(settings.postdata) then headers = settings.headers or {['Content-Type'] = "text/xml"} end end dz.openURL( { url = url, method = method, callback = settings.callback, headers = headers, postData = settings.postdata } ) end function osCommand(cmd, timeout) if timeout then cmd = '/usr/bin/timeout '..timeout..'s'..' --preserve-status '..cmd end return dzu.osCommand(cmd) end function executeScript(cmd, callback, timeout) if callback then dz.executeShellCommand( { command = cmd, callback = (type(callback) == 'string') and callback, timeout = timeout or 5, } ) else return osCommand(cmd, timeout) end end function curl(url, settings) local cmd = C_CURL_PATH..' "'..url..'" ' if type(settings) == 'table' then if settings['headers'] then for _, v in pairs(settings['headers']) do cmd = cmd..' -H "'..v..'"' end end if settings['data'] then cmd = cmd..' -d "' for k, v in pairs(settings['data'] ) do cmd = cmd..k..'='..dzu.urlEncode(v)..'&' end cmd = cmd..'" ' end cmd = cmd..'-X '..(settings['method'] or 'GET') if not settings['callback'] and settings['timeout'] then cmd = cmd..' '..'--connect-timeout '..tostring(settings['timeout']) else return executeScript(cmd, settings['callback'], settings['timeout']) end end return executeScript(cmd) end function simpleCurl(args, callback, timeout) return executeScript(C_CURL_PATH..' '..args, callback, timeout) end -------------------- -- EVENTS -- -------------------- function managedEvent(id, f) local now = os.time(os.date('*t')) local e = dz.globalData.managedEvent[id] or { nb = 0, last = now, first = 0 } e.nb = (f == true and e.nb + 1) or (f == false and 0) or e.nb e.last = now e.first = (f == true and e.nb <= 1 and now) or (e.nb == 0 and 0) or e.first dz.globalData.managedEvent[id] = e return e end function is_managedEvent(id) return id and dz.globalData.managedEvent[id] ~= nil end function state_managedEvent(id) return is_managedEvent(id) and dz.globalData.managedEvent[id].nb > 0 end function sendCustomEvent(e, context) dz.emitEvent(e, context or {}) end -------------------- -- CONTEXT -- -------------------- function managedContext(id, context, t) local now = os.time(os.date('*t')) if context == false then dz.globalData.managedContext[id] = nil return elseif context then dz.globalData.managedContext[id] = { context = context, last = now, timeout = t } end return dz.globalData.managedContext[id] end function garbage_managed() print('<DZB-INFO> Garbage managed data in progress') for _, t in pairs({'managedEvent', 'managedContext'}) do for k, v in pairs(dz.globalData[t]) do if secondsFromNow(v.last) > C_GARBAGE_FREQ then dz.globalData[t][k] = nil end end end end at('at 02:00', garbage_managed) function dzBasicCall_getData(id) local c = managedContext(id) return c and c['context'] or nil end function dzBasicCall_isvalidData(id) local c = managedContext(id) return c and c['timeout'] and (c['timeout'] == 0 or secondsFromNow(c['last']) < c['timeout']) end function dzBasicCall_setData(id, context, t) managedContext(id, context, t) end function dzBasicCall_return(id, r, t) if dz.globalData.managedContext[id] then local c = dz.globalData.managedContext[id]['context'] if c['microbasic'] then c['returnval'] = r managedContext(id, c, t) sendCustomEvent('dzBasic_customevent', c) end end end -------------------- -- DZB TOOLS -- -------------------- function getItem(id) return (dzu.deviceExists(id) and dz.devices(id)) or (dzu.groupExists(id) and dz.groups(id)) or (dzu.sceneExists(id) and dz.scenes(id)) or (dzu.variableExists(id) and dz.variables(id)) or nil end function dzbformat(s, dv) -- %%devname#property%% or %%property%% local a, b = string.gsub(s, '%%%%([^%%#\n\r\t]+#?[%w_]*)%%%%', function(w) local d = dzu.stringSplit(w, '#') r = #d > 1 and getItem(d[1]) or getItem(dv) return #d > 1 and tostring(r[d[2]]) or tostring(r[d[1]]) end ) return a end function dzbswitch(id, c, settings) local haschanged = false c = c:sub(1, 1):upper()..c:sub(2):lower() settings = settings or {} group(id, function(d) local state = c ~= 'Off' haschanged = haschanged or (state ~= d.active) if c == 'Flash' then d.setState('Toggle').forSec(1).repeatAfterSec(1, 5) elseif settings['checkfirst'] and d.active == state then return false elseif settings['silent'] then d.setState(c).silent() else d.setState(c) end end ) return haschanged end function dzbupdate(id, v, n, settings) local haschanged = false group(id, function(d) if d.switchType == 'Dimmer' and type(v) == 'number' then haschanged = haschanged or (d.level ~= v) if settings and settings['silent'] then d.dimTo(constrain(v, 0, 100)).silent() else d.dimTo(constrain(v, 0, 100)) end elseif d.switchType == 'Selector' then haschanged = haschanged or (d.levelName ~= v) if settings and settings['silent'] then d.switchSelector(v).silent() else d.switchSelector(v) end else haschanged = haschanged or (d.sValue ~= v) if n then haschanged = haschanged or (d.nValue ~= n) end if settings and settings['silent'] then d.setValues(n, dzu.urlEncode(v)).silent() else d.setValues(n, dzu.urlEncode(v)) end end end ) return haschanged end function group(filter, func, b) local r = {} local filters if type(filter) == 'table' and filter['idx'] then filters = { filter.idx } elseif type(filter) == 'table' then filters = filter elseif type(filter) == 'number' then filters = { filter } elseif type(filter) == 'string' then filters = dzu.stringSplit(filter, ',') else return end for _, f in ipairs(filters) do if type(f) == 'number' or b == false then if func then func(getItem(f)) end table.insert(r, f) else for _, z in ipairs({'devices', 'groups', 'scenes'}) do dz[z]().forEach( function(d) if string.find(d.name, '^'..f) then if func then func(d) end table.insert(r, d.idx) end end ) end end end return r end function _cmp(x, y, op) if op == '>' then return x > y elseif op == '<' then return x < y elseif op == '>=' then return x >= y elseif op == '<=' then return x <= y elseif op == '~' or op == '~=' or op == '<>' then return x ~= y elseif op == '=' or op == '==' or not op then return x == y else return false end end function group_cmp(filter, x, y, op) local b = true group(filter, function(d) local v = d if type(x) == 'table' then v = d[x[1]] x = x[2] end if v and v[x] ~= nil and type(v[x]) ~= 'table' then b = b and _cmp(v[x], y, op) end end ) return b end end } }
local defaultParams = { name = "", text = "", txtColor = 0, bgColor = 0, offsetX = 0, offsetY = 0, scaleX = 1, scaleY = 1, } Button = Core.class(Sprite) -- params (table): -- w (number): width of the button -- h (number): height of the button -- font (Font): font to use [optional] -- name (string): name of the button [optional] -- text (string): text to display [optional] -- texture (Texture): ninepatch texture to use [optional] -- txtColor (number): text color [default: black] -- bgColor (number): background color [default: black] -- offsetX (number): offset position by X [default: 0] -- offsetY (number): offset position by Y [default: 0] -- scaleX (number): text scale by Y [default: 1] -- scaleY (number): text scale by Y [default: 1] function Button:init(params) params = params or {} append(params, defaultParams) self.g = Pixel.new(params.bgColor, 1, params.w, params.h) if (params.texture) then self.g:setTexture(params.texture) self.g:setNinePatch(16) end self:addChild(self.g) self.tf = Label.new( params.font, params.text, params.txtColor, params.w / 2 + params.offsetX, params.h / 2 + params.offsetY, params.scaleX, params.scaleY ) self:addChild(self.tf) self.name = params.name end function Button:getText() return self.tf.text:getText() end
-- $Id: test/cstack.lua $ -- See Copyright Notice in file all.lua local tracegc = require"tracegc" print"testing stack overflow detection" -- Segmentation faults in these tests probably result from a C-stack -- overflow. To avoid these errors, you should set a smaller limit for -- the use of C stack by Lua, by changing the constant 'LUAI_MAXCCALLS'. -- Alternatively, you can ensure a larger stack for the program. local function checkerror (msg, f, ...) local s, err = pcall(f, ...) assert(not s and string.find(err, msg)) end do print("testing stack overflow in message handling") local count = 0 local function loop (x, y, z) count = count + 1 return 1 + loop(x, y, z) end tracegc.stop() -- __gc should not be called with a full stack local res, msg = xpcall(loop, loop) tracegc.start() assert(msg == "error in error handling") print("final count: ", count) end -- bug since 2.5 (C-stack overflow in recursion inside pattern matching) do print("testing recursion inside pattern matching") local function f (size) local s = string.rep("a", size) local p = string.rep(".?", size) return string.match(s, p) end local m = f(80) assert(#m == 80) checkerror("too complex", f, 2000) end do print("testing stack-overflow in recursive 'gsub'") local count = 0 local function foo () count = count + 1 string.gsub("a", ".", foo) end checkerror("stack overflow", foo) print("final count: ", count) print("testing stack-overflow in recursive 'gsub' with metatables") local count = 0 local t = setmetatable({}, {__index = foo}) foo = function () count = count + 1 string.gsub("a", ".", t) end checkerror("stack overflow", foo) print("final count: ", count) end do -- bug in 5.4.0 print("testing limits in coroutines inside deep calls") local count = 0 local lim = 1000 local function stack (n) if n > 0 then return stack(n - 1) + 1 else coroutine.wrap(function () count = count + 1 stack(lim) end)() end end local st, msg = xpcall(stack, function () return "ok" end, lim) assert(not st and msg == "ok") print("final count: ", count) end do print("nesting of resuming yielded coroutines") local count = 0 local function body () coroutine.yield() local f = coroutine.wrap(body) f(); -- start new coroutine (will stop in previous yield) count = count + 1 f() -- call it recursively end local f = coroutine.wrap(body) f() assert(not pcall(f)) print("final count: ", count) end if T then print("testing stack recovery") local N = 0 -- trace number of calls local LIM = -1 -- will store N just before stack overflow -- trace stack size; after stack overflow, it should be -- the maximum allowed stack size. local stack1 local dummy local function err(msg) assert(string.find(msg, "stack overflow")) local _, stacknow = T.stacklevel() assert(stacknow == stack1 + 200) end -- When LIM==-1, the 'if' is not executed, so this function only -- counts and stores the stack limits up to overflow. Then, LIM -- becomes N, and then the 'if' code is run when the stack is -- full. Then, there is a stack overflow inside 'xpcall', after which -- the stack must have been restored back to its maximum normal size. local function f() dummy, stack1 = T.stacklevel() if N == LIM then xpcall(f, err) local _, stacknow = T.stacklevel() assert(stacknow == stack1) return end N = N + 1 f() end local topB, sizeB -- top and size Before overflow local topA, sizeA -- top and size After overflow topB, sizeB = T.stacklevel() tracegc.stop() -- __gc should not be called with a full stack xpcall(f, err) tracegc.start() topA, sizeA = T.stacklevel() -- sizes should be comparable assert(topA == topB and sizeA < sizeB * 2) print(string.format("maximum stack size: %d", stack1)) LIM = N -- will stop recursion at maximum level N = 0 -- to count again tracegc.stop() -- __gc should not be called with a full stack f() tracegc.start() print"+" end print'OK'
local LibOrb = Wheel:Set("LibOrb", 20) if (not LibOrb) then return end local LibFrame = Wheel("LibFrame") assert(LibFrame, "LibOrb requires LibFrame to be loaded.") -- Lua API local _G = _G local math_abs = math.abs local math_max = math.max local math_sqrt = math.sqrt local select = select local setmetatable = setmetatable local type = type local unpack = unpack -- WoW API local CreateFrame = _G.CreateFrame -- Library registries LibOrb.orbs = LibOrb.orbs or {} LibOrb.data = LibOrb.data or {} LibOrb.embeds = LibOrb.embeds or {} -- Speed shortcuts local Orbs = LibOrb.orbs ---------------------------------------------------------------- -- Orb template ---------------------------------------------------------------- local Orb = LibFrame:CreateFrame("Frame") local Orb_MT = { __index = Orb } local Update = function(self, elapsed) local data = Orbs[self] local value = data.disableSmoothing and data.barValue or data.barDisplayValue local min, max = data.barMin, data.barMax local orientation = data.orbOrientation local width, height = data.scaffold:GetSize() local orb = data.orb local spark = data.spark local glow = data.glow if value > max then value = max elseif value < min then value = min end local newHeight if value > 0 and value > min and max > min then newHeight = (value-min)/(max-min) * height else newHeight = 0 end if (value <= min) or (max == min) then data.scrollframe:Hide() else local newSize, mult if (max > min) then mult = (value-min)/(max-min) newSize = mult * width else newSize = 0.0001 mult = 0.0001 end local displaySize = math_max(newSize, 0.0001) -- sizes can't be 0 in Legion data.scrollframe:SetHeight(displaySize) data.scrollframe:SetVerticalScroll(height - newHeight) if (not data.scrollframe:IsShown()) then data.scrollframe:Show() end end if (value == max) or (value == min) or (value/max >= data.sparkMaxPercent) or (value/max <= data.sparkMinPercent) then if spark:IsShown() then spark:Hide() spark:SetAlpha(data.sparkMinAlpha) data.sparkDirection = "IN" glow:Hide() glow:SetAlpha(data.sparkMinAlpha) end else local scrollframe = data.scrollframe local sparkOffsetY = data.sparkOffset local sparkHeight = data.sparkHeight local leftCrop = data.barLeftCrop local rightCrop = data.barRightCrop local sparkWidth = math_sqrt((height/2)^2 - (math_abs((height/2) - newHeight))^2) * 2 local sparkOffsetX = (height - sparkWidth)/2 local sparkOffsetY = data.sparkOffset * sparkHeight local freeSpace = height - leftCrop - rightCrop if sparkWidth > freeSpace then spark:SetSize(freeSpace, sparkHeight) glow:SetSize(freeSpace, sparkHeight*2) spark:ClearAllPoints() glow:ClearAllPoints() if (leftCrop > freeSpace/2) then spark:SetPoint("LEFT", scrollframe, "TOPLEFT", leftCrop, sparkOffsetY) glow:SetPoint("LEFT", scrollframe, "TOPLEFT", leftCrop, sparkOffsetY*2) else spark:SetPoint("LEFT", scrollframe, "TOPLEFT", sparkOffsetX, sparkOffsetY) glow:SetPoint("LEFT", scrollframe, "TOPLEFT", sparkOffsetX, sparkOffsetY*2) end if (rightCrop > freeSpace/2) then spark:SetPoint("RIGHT", scrollframe, "TOPRIGHT", -rightCrop, sparkOffsetY) glow:SetPoint("RIGHT", scrollframe, "TOPRIGHT", -rightCrop, sparkOffsetY*2) else spark:SetPoint("RIGHT", scrollframe, "TOPRIGHT", -sparkOffsetX, sparkOffsetY) glow:SetPoint("RIGHT", scrollframe, "TOPRIGHT", -sparkOffsetX, sparkOffsetY*2) end else -- fixing the stupid Legion no zero size problem if (sparkWidth == 0) then sparkWidth = 0.0001 end spark:SetSize(sparkWidth, sparkHeight) spark:ClearAllPoints() spark:SetPoint("LEFT", scrollframe, "TOPLEFT", sparkOffsetX, sparkOffsetY) spark:SetPoint("RIGHT", scrollframe, "TOPRIGHT", -sparkOffsetX, sparkOffsetY) glow:SetSize(sparkWidth, sparkHeight*2) glow:ClearAllPoints() glow:SetPoint("LEFT", scrollframe, "TOPLEFT", sparkOffsetX, sparkOffsetY*2) glow:SetPoint("RIGHT", scrollframe, "TOPRIGHT", -sparkOffsetX, sparkOffsetY*2) end if elapsed then local currentAlpha = glow:GetAlpha() local targetAlpha = data.sparkDirection == "IN" and data.sparkMaxAlpha or data.sparkMinAlpha local range = data.sparkMaxAlpha - data.sparkMinAlpha local alphaChange = elapsed/(data.sparkDirection == "IN" and data.sparkDurationIn or data.sparkDurationOut) * range if data.sparkDirection == "IN" then if currentAlpha + alphaChange < targetAlpha then currentAlpha = currentAlpha + alphaChange else currentAlpha = targetAlpha data.sparkDirection = "OUT" end elseif data.sparkDirection == "OUT" then if currentAlpha + alphaChange > targetAlpha then currentAlpha = currentAlpha - alphaChange else currentAlpha = targetAlpha data.sparkDirection = "IN" end end spark:SetAlpha(.6 + currentAlpha/3) -- keep the spark brighter and less animated glow:SetAlpha(currentAlpha) -- the glow is where we apply the full alpha range end if (not spark:IsShown()) then spark:Show() glow:Show() end end end local smoothingMinValue = 1 -- if a value is lower than this, we won't smoothe local smoothingFrequency = .5 -- time for the smooth transition to complete local smoothingLimit = 1/60 -- max updates per second local OnUpdate = function(self, elapsed) local data = Orbs[self] data.elapsed = (data.elapsed or 0) + elapsed if (data.elapsed < smoothingLimit) then return end if (data.disableSmoothing) then if (data.barValue <= data.barMin) or (data.barValue >= data.barMax) then data.scaffold:SetScript("OnUpdate", nil) end elseif (data.smoothing) then if (math_abs(data.barDisplayValue - data.barValue) < smoothingMinValue) then data.barDisplayValue = data.barValue data.smoothing = nil else -- The fraction of the total bar this total animation should cover local animsize = (data.barValue - data.smoothingInitialValue)/(data.barMax - data.barMin) -- Points per second on average for the whole bar local pps = (data.barMax - data.barMin)/(data.smoothingFrequency or smoothingFrequency) -- Position in time relative to the length of the animation, scaled from 0 to 1 local position = (GetTime() - data.smoothingStart)/(data.smoothingFrequency or smoothingFrequency) if (position < 1) then -- The change needed when using average speed local average = pps * animsize * data.elapsed -- can and should be negative -- Tha change relative to point in time and distance passed local change = 2*(3 * ( 1 - position )^2 * position) * average*2 -- y = 3 * (1 − t)^2 * t -- quad bezier fast ascend + slow descend --local change = 2*(3 * ( 1 - position ) * position^2) * average*2 -- y = 3 * (1 − t) * t^2 -- quad bezier slow ascend + fast descend --local change = 2 * average * ((position < .7) and math_abs(position/.7) or math_abs((1-position)/.3)) -- linear slow ascend + fast descend --print(("time: %.3f pos: %.3f change: %.1f"):format(GetTime() - data.smoothingStart, position, change)) -- If there's room for a change in the intended direction, apply it, otherwise finish the animation if ( (data.barValue > data.barDisplayValue) and (data.barValue > data.barDisplayValue + change) ) or ( (data.barValue < data.barDisplayValue) and (data.barValue < data.barDisplayValue + change) ) then data.barDisplayValue = data.barDisplayValue + change else data.barDisplayValue = data.barValue data.smoothing = nil end else data.barDisplayValue = data.barValue data.smoothing = nil end end else if (data.barDisplayValue <= data.barMin) or (data.barDisplayValue >= data.barMax) or (not data.smoothing) then data.scaffold:SetScript("OnUpdate", nil) end end Update(self, elapsed) data.elapsed = 0 end Orb.SetSmoothHZ = function(self, smoothingFrequency) Orbs[self].smoothingFrequency = smoothingFrequency end Orb.DisableSmoothing = function(self, disableSmoothing) Orbs[self].disableSmoothing = disableSmoothing end -- sets the value the orb should move towards Orb.SetValue = function(self, value, overrideSmoothing) local data = Orbs[self] local min, max = data.barMin, data.barMax if (value > max) then value = max elseif (value < min) then value = min end data.barValue = value if overrideSmoothing then data.barDisplayValue = value end if (not data.disableSmoothing) then if (data.barDisplayValue > max) then data.barDisplayValue = max elseif (data.barDisplayValue < min) then data.barDisplayValue = min end data.smoothingInitialValue = data.barDisplayValue data.smoothingStart = GetTime() end if (value ~= data.barDisplayValue) then data.smoothing = true end if (data.smoothing or (data.barDisplayValue > min) or (data.barDisplayValue < max)) then if (not data.scaffold:GetScript("OnUpdate")) then data.scaffold:SetScript("OnUpdate", OnUpdate) end end Update(self) end -- forces a hard reset to zero Orb.Clear = function(self) local data = Orbs[self] data.barValue = data.barMin data.barDisplayValue = data.barMin Update(self) end Orb.SetMinMaxValues = function(self, min, max, overrideSmoothing) local data = Orbs[self] if (data.barMin == min) and (data.barMax == max) then return end if (data.barValue > max) then data.barValue = max elseif (data.barValue < min) then data.barValue = min end if overrideSmoothing then data.barDisplayValue = data.barValue else if (data.barDisplayValue > max) then data.barDisplayValue = max elseif (data.barDisplayValue < min) then data.barDisplayValue = min end end data.barMin = min data.barMax = max Update(self) end Orb.SetStatusBarColor = function(self, ...) local data = Orbs[self] local r, g, b = ... data.layer1:SetVertexColor(r, g, b, .5) data.layer2:SetVertexColor(r*1/2, g*1/2, b*1/2, .9) data.layer3:SetVertexColor(r*1/4, g*1/4, b*1/4, 1) data.spark:SetVertexColor(r, g, b) data.glow:SetVertexColor(r, g, b) end Orb.SetStatusBarTexture = function(self, ...) local data = Orbs[self] -- set all the layers at once local numArgs = select("#", ...) for i = 1, numArgs do local layer = data["layer"..i] if (not layer) then break end local path = select(i, ...) layer:SetTexture(path) end -- We hide layers that aren't set for i = numArgs+1, 3 do local layer = data["layer"..i] if layer then layer:SetTexture(nil) end end end Orb.SetSparkTexture = function(self, path) Orbs[self].spark:SetTexture(path) Orbs[self].glow:SetTexture(path) Update(self) end Orb.SetSparkColor = function(self, ...) Orbs[self].spark:SetVertexColor(...) Orbs[self].glow:SetVertexColor(...) end Orb.SetSparkMinMaxPercent = function(self, min, max) local data = Orbs[self] data.sparkMinPercent = min data.sparkMinPercent = max end Orb.SetSparkBlendMode = function(self, blendMode) Orbs[self].spark:SetBlendMode(blendMode) Orbs[self].glow:SetBlendMode(blendMode) end Orb.SetSparkFlash = function(self, durationIn, durationOut, minAlpha, maxAlpha) local data = Orbs[self] data.sparkDurationIn = durationIn data.sparkDurationOut = durationOut data.sparkMinAlpha = minAlpha data.sparkMaxAlpha = maxAlpha data.sparkDirection = "IN" data.spark:SetAlpha(minAlpha) data.glow:SetAlpha(minAlpha) end Orb.ClearAllPoints = function(self) Orbs[self].scaffold:ClearAllPoints() end Orb.SetPoint = function(self, ...) Orbs[self].scaffold:SetPoint(...) end Orb.SetAllPoints = function(self, ...) Orbs[self].scaffold:SetAllPoints(...) end Orb.GetPoint = function(self, ...) return Orbs[self].scaffold:GetPoint(...) end Orb.SetSize = function(self, width, height) local data = Orbs[self] local leftCrop = data.barLeftCrop local rightCrop = data.barRightCrop data.scaffold:SetSize(width, height) data.scrollchild:SetSize(width, height) data.scrollframe:SetWidth(width - (leftCrop + rightCrop)) data.scrollframe:SetHorizontalScroll(leftCrop) data.scrollframe:ClearAllPoints() data.scrollframe:SetPoint("BOTTOM", leftCrop/2 - rightCrop/2, 0) data.sparkHeight = height/4 >= 8 and height/4 or 8 Update(self) end Orb.SetWidth = function(self, width) local data = Orbs[self] local leftCrop = data.barLeftCrop local rightCrop = data.barRightCrop data.scaffold:SetWidth(width) data.scrollchild:SetWidth(width) data.scrollframe:SetWidth(width - (leftCrop + rightCrop)) data.scrollframe:SetHorizontalScroll(leftCrop) data.scrollframe:ClearAllPoints() data.scrollframe:SetPoint("BOTTOM", leftCrop/2 - rightCrop/2, 0) Update(self) end Orb.SetHeight = function(self, height) local data = Orbs[self] data.scaffold:SetHeight(height) data.scrollchild:SetHeight(height) data.sparkHeight = height/4 >= 8 and height/4 or 8 Update(self) end Orb.SetParent = function(self, parent) Orbs[self].scaffold:SetParent() end Orb.GetValue = function(self) return Orbs[self].barValue end Orb.GetMinMaxValues = function(self) local data = Orbs[self] return data.barMin, data.barMax end Orb.GetStatusBarColor = function(self, id) return Orbs[self].bar:GetVertexColor() end Orb.GetParent = function(self) return Orbs[self].scaffold:GetParent() end -- Adding a special function to create textures -- parented to the backdrop frame. Orb.CreateBackdropTexture = function(self, ...) return Orbs[self].scaffold:CreateTexture(...) end -- Parent newly created textures and fontstrings -- to the overlay frame, to better mimic normal behavior. Orb.CreateTexture = function(self, ...) return Orbs[self].overlay:CreateTexture(...) end Orb.CreateFontString = function(self, ...) return Orbs[self].overlay:CreateFontString(...) end Orb.SetScript = function(self, ...) -- can not allow the scaffold to get its scripts overwritten local scriptHandler, func = ... if (scriptHandler == "OnUpdate") then Orbs[self].OnUpdate = func else Orbs[self].scaffold:SetScript(...) end end Orb.GetScript = function(self, ...) local scriptHandler, func = ... if (scriptHandler == "OnUpdate") then return Orbs[self].OnUpdate else return Orbs[self].scaffold:GetScript(...) end end Orb.GetObjectType = function(self) return "Orb" end Orb.IsObjectType = function(self, type) return type == "Orb" or type == "StatusBar" or type == "Frame" end Orb.Show = function(self) Orbs[self].scaffold:Show() end Orb.Hide = function(self) Orbs[self].scaffold:Hide() end Orb.IsShown = function(self) return Orbs[self].scaffold:IsShown() end Orb.IsForbidden = function(self) return true end -- Fancy method allowing us to crop the orb's sides Orb.SetCrop = function(self, leftCrop, rightCrop) local data = Orbs[self] data.barLeftCrop = leftCrop data.barRightCrop = rightCrop self:SetSize(data.scrollchild:GetSize()) end Orb.GetCrop = function(self) local data = Orbs[self] return data.barLeftCrop, data.barRightCrop end LibOrb.CreateOrb = function(self, parent, rotateClockwise, speedModifier) -- The scaffold is the top level frame object -- that will respond to SetSize, SetPoint and similar. local scaffold = CreateFrame("Frame", nil, parent or self) --scaffold:SetSize(1,1) -- The scrollchild is where we put rotating textures that needs to be cropped. local scrollchild = CreateFrame("Frame", nil, scaffold) --scaffold:CreateFrame("Frame") --scrollchild:SetFrameLevel(scaffold:GetFrameLevel() + 1) scrollchild:SetSize(1,1) -- The scrollframe defines the height/filling of the orb. local scrollframe = CreateFrame("ScrollFrame", nil, scaffold) -- scaffold:CreateFrame("ScrollFrame") scrollframe:SetScrollChild(scrollchild) --scrollframe:SetFrameLevel(scaffold:GetFrameLevel() + 1) scrollframe:SetPoint("BOTTOM") scrollframe:SetSize(1,1) -- The overlay is meant to hold overlay textures like the spark, glow, etc local overlay = CreateFrame("Frame", nil, scaffold) --scaffold:CreateFrame("Frame") overlay:SetFrameLevel(scaffold:GetFrameLevel() + 2) overlay:SetAllPoints(scaffold) -- first rotating layer local orbTex1 = scrollchild:CreateTexture() orbTex1:SetDrawLayer("BACKGROUND", 0) orbTex1:SetAllPoints() local orbTex1AnimGroup = orbTex1:CreateAnimationGroup() local orbTex1Anim = orbTex1AnimGroup:CreateAnimation("Rotation") orbTex1Anim:SetDegrees(rotateClockwise and -360 or 360) orbTex1Anim:SetDuration(30 * 1/(speedModifier or 1)) orbTex1AnimGroup:SetLooping("REPEAT") orbTex1AnimGroup:Play() -- second rotating layer, going the opposite way local orbTex2 = scrollchild:CreateTexture() orbTex2:SetDrawLayer("BACKGROUND", -1) orbTex2:SetAllPoints() local orbTex2AnimGroup = orbTex2:CreateAnimationGroup() local orbTex2Anim = orbTex2AnimGroup:CreateAnimation("Rotation") orbTex2Anim:SetDegrees(rotateClockwise and 360 or -360) orbTex2Anim:SetDuration(20 * 1/(speedModifier or 1)) orbTex2AnimGroup:SetLooping("REPEAT") orbTex2AnimGroup:Play() -- static bottom textures local orbTex3 = scrollchild:CreateTexture() orbTex3:SetDrawLayer("BACKGROUND", -2) orbTex3:SetAllPoints() -- The spark will be cropped, -- and only what's in the filled part of the orb will be visible. local spark = scrollchild:CreateTexture() spark:SetDrawLayer("BORDER", 1) spark:SetPoint("TOPLEFT", scrollframe, "TOPLEFT", 0, 0) spark:SetPoint("TOPRIGHT", scrollframe, "TOPRIGHT", 0, 0) spark:SetSize(1,1) spark:SetAlpha(.6) spark:SetBlendMode("ADD") spark:SetTexture([[Interface\CastingBar\UI-CastingBar-Spark]]) -- 32x32, centered vertical spark being 32x9px, from 0,11px to 32,19px spark:SetTexCoord(1,11/32,0,11/32,1,19/32,0,19/32)-- ULx,ULy,LLx,LLy,URx,URy,LRx,LRy spark:Hide() -- The glow is in the overlay frame, and always visible local glow = overlay:CreateTexture() glow:SetDrawLayer("BORDER", 2) glow:SetPoint("TOPLEFT", scrollframe, "TOPLEFT", 0, 0) glow:SetPoint("TOPRIGHT", scrollframe, "TOPRIGHT", 0, 0) glow:SetSize(1,1) glow:SetAlpha(.25) glow:SetBlendMode("ADD") glow:SetTexture([[Interface\CastingBar\UI-CastingBar-Spark]]) -- 32x32, centered vertical glow being 32x26px, from 0,3px to 32,28px glow:SetTexCoord(1,3/32,0,3/32,1,28/32,0,28/32) -- ULx,ULy,LLx,LLy,URx,URy,LRx,LRy glow:Hide() -- The orb is the virtual object that we return to the user. -- This contains all the methods. local orb = CreateFrame("Frame", nil, scaffold) orb:SetAllPoints() -- lock down the points before we overwrite the methods setmetatable(orb, Orb_MT) local data = {} data.orb = orb -- framework data.scaffold = scaffold data.scrollchild = scrollchild data.scrollframe = scrollframe data.overlay = overlay -- layers data.layer1 = orbTex1 data.layer2 = orbTex2 data.layer3 = orbTex3 data.spark = spark data.glow = glow data.barMin = 0 -- min value data.barMax = 1 -- max value data.barValue = 0 -- real value data.barDisplayValue = 0 -- displayed value while smoothing data.barLeftCrop = 0 -- percentage of the orb cropped from the left data.barRightCrop = 0 -- percentage of the orb cropped from the right data.barSmoothingMode = "bezier-fast-in-slow-out" data.sparkHeight = 8 data.sparkOffset = 1/32 data.sparkDirection = "IN" data.sparkDurationIn = .75 data.sparkDurationOut = .55 data.sparkMinAlpha = .25 data.sparkMaxAlpha = .95 data.sparkMinPercent = 1/100 data.sparkMaxPercent = 99/100 Orbs[orb] = data Orbs[scaffold] = data Update(orb) return orb end -- Embed it in LibFrame LibFrame:AddMethod("CreateOrb", LibOrb.CreateOrb) -- Module embedding local embedMethods = { CreateOrb = true } LibOrb.Embed = function(self, target) for method in pairs(embedMethods) do target[method] = self[method] end self.embeds[target] = true return target end -- Upgrade existing embeds, if any for target in pairs(LibOrb.embeds) do LibOrb:Embed(target) end
local K = unpack(select(2, ...)) local Module = K:GetModule("Skins") local SwPlay = "Interface\\AddOns\\KkthnxUI\\Media\\Textures\\SwPlay" local SwReset = "Interface\\AddOns\\KkthnxUI\\Media\\Textures\\SwReset" local SwPause = "Interface\\AddOns\\KkthnxUI\\Media\\Textures\\SwPause" local function SkinStopwatch() StopwatchFrame:StripTextures() StopwatchFrame:CreateBackdrop() StopwatchFrame.Backdrop:SetPoint("TOPLEFT", 0, -17) StopwatchFrame.Backdrop:SetPoint("BOTTOMRIGHT", 0, 2) StopwatchTabFrame:StripTextures() StopwatchCloseButton:SkinCloseButton() StopwatchCloseButton:SetSize(32, 32) StopwatchCloseButton:SetPoint("TOPRIGHT", 12, 12) -- Play/Pause and Reset buttons StopwatchPlayPauseButton:CreateBackdrop() StopwatchPlayPauseButton:SetSize(12, 12) StopwatchPlayPauseButton:SetNormalTexture(SwPlay) StopwatchPlayPauseButton:SetHighlightTexture("") StopwatchPlayPauseButton.Backdrop:SetOutside(StopwatchPlayPauseButton, 2, 2) StopwatchPlayPauseButton:SetPoint("RIGHT", StopwatchResetButton, "LEFT", -6, 0) StopwatchResetButton:SkinButton() StopwatchResetButton:SetSize(16, 16) StopwatchResetButton:SetNormalTexture(SwReset) StopwatchResetButton:SetPoint("BOTTOMRIGHT", StopwatchFrame, "BOTTOMRIGHT", -4, 6) StopwatchTitle:SetPoint("TOP", 0, 3) StopwatchTitle:FontTemplate() local function SetPlayTexture() StopwatchPlayPauseButton:SetNormalTexture(SwPlay) end local function SetPauseTexture() StopwatchPlayPauseButton:SetNormalTexture(SwPause) end hooksecurefunc("Stopwatch_Play", SetPauseTexture) hooksecurefunc("Stopwatch_Pause", SetPlayTexture) hooksecurefunc("Stopwatch_Clear", SetPlayTexture) end Module.NewSkin["Blizzard_TimeManager"] = SkinStopwatch
--------------------------------------------------------------------------- --- A notification action. -- -- A notification can have multiple actions to chose from. This module allows -- to manage such actions. An action object can be shared by multiple -- notifications. -- -- @author Emmanuel Lepage Vallee &lt;elv1313@gmail.com&gt; -- @copyright 2019 Emmanuel Lepage Vallee -- @coreclassmod naughty.action --------------------------------------------------------------------------- local gtable = require("gears.table" ) local gobject = require("gears.object") local action = {} --- Create a new action. -- @constructorfct naughty.action -- @tparam table args The arguments. -- @tparam string args.name The name. -- @tparam string args.position The position. -- @tparam string args.icon The icon. -- @tparam naughty.notification args.notification The notification object. -- @tparam boolean args.selected If this action is currently selected. -- @return A new action. -- The action name. -- @property name -- @tparam string name The name. -- @propemits true false -- If the action is selected. -- -- Only a single action can be selected per notification. This is useful to -- implement keyboard navigation. -- -- @property selected -- @param boolean -- @propemits true false --- The action position (index). -- @property position -- @param number -- @propemits true false --- The action icon. -- @property icon -- @tparam gears.surface|string icon -- @propemits true false --- If the action should hide the label and only display the icon. -- -- -- --![Usage example](../images/AUTOGEN_wibox_nwidget_actionlist_icon_only.svg) -- -- -- local notif = naughty.notification { -- title = &#34A notification&#34, -- message = &#34This notification has actions!&#34, -- actions = { -- naughty.action { -- name = &#34Accept&#34, -- icon = beautiful.awesome_icon, -- icon_only = true, -- }, -- naughty.action { -- name = &#34Refuse&#34, -- icon = beautiful.awesome_icon, -- icon_only = true, -- }, -- naughty.action { -- name = &#34Ignore&#34, -- icon = beautiful.awesome_icon, -- icon_only = true, -- }, -- } -- } -- -- wibox.widget { -- notification = notif, -- widget = naughty.list.actions, -- } -- -- @property icon_only -- @param[opt=false] boolean -- @propemits true false --- When a notification is invoked. -- -- Note that it is possible to call `:invoke()` without a notification object. -- It is possible the `notification` parameter will be nil. -- -- @signal invoked -- @tparam naughty.action action The action. -- @tparam naughty.notification|nil notification The notification, if known. function action:get_selected() return self._private.selected end function action:set_selected(value) self._private.selected = value self:emit_signal("property::selected", value) self:emit_signal("_changed") --TODO deselect other actions from the same notification end function action:get_position() return self._private.position end function action:set_position(value) self._private.position = value self:emit_signal("property::position", value) self:emit_signal("_changed") --TODO make sure the position is unique end for _, prop in ipairs { "name", "icon", "icon_only" } do action["get_"..prop] = function(self) return self._private[prop] end action["set_"..prop] = function(self, value) self._private[prop] = value self:emit_signal("property::"..prop, value) self:emit_signal("_changed") end end --TODO v4.5, remove this. function action.set_notification() -- It didn't work because it prevented actions defined in the rules to be -- in multiple notifications at once. assert( false, "Setting a notification object was a bad idea and is now forbidden" ) end --- Execute this action. -- -- This only emits the `invoked` signal. -- -- @method invoke -- @tparam[opt={}] naughty.notification notif A notification object on which -- the action was invoked. If a notification is shared by many object (like -- a "mute" or "snooze" action added to all notification), calling `:invoke()` -- without adding the `notif` context will cause unexpected results. function action:invoke(notif) self:emit_signal("invoked", notif) end local function new(_, args) args = args or {} local ret = gobject { enable_properties = true } gtable.crush(ret, action, true) local default = { -- See "table 1" of the spec about the default name name = args.name or "default", selected = args.selected == true, position = args.position, icon = args.icon, notification = args.notification, icon_only = args.icon_only or false, } rawset(ret, "_private", default) gtable.crush(ret, args) return ret end -- --- Disconnect from a signal. -- @tparam string name The name of the signal. -- @tparam function func The callback that should be disconnected. -- @method disconnect_signal -- @baseclass gears.object --- Emit a signal. -- -- @tparam string name The name of the signal. -- @param ... Extra arguments for the callback functions. Each connected -- function receives the object as first argument and then any extra -- arguments that are given to emit_signal(). -- @method emit_signal -- @baseclass gears.object --- Connect to a signal. -- @tparam string name The name of the signal. -- @tparam function func The callback to call when the signal is emitted. -- @method connect_signal -- @baseclass gears.object --- Connect to a signal weakly. -- -- This allows the callback function to be garbage collected and -- automatically disconnects the signal when that happens. -- -- **Warning:** -- Only use this function if you really, really, really know what you -- are doing. -- @tparam string name The name of the signal. -- @tparam function func The callback to call when the signal is emitted. -- @method weak_connect_signal -- @baseclass gears.object return setmetatable(action, {__call = new})
local lsp = require('sh.lsp') local lspconfig = require('lspconfig') if not lsp.is_client_active('terraformls') then lspconfig.terraformls.setup {on_attach = lsp.common_on_attach, capabilities = lsp.capabilities, filetypes = {'tf', 'terraform', 'hcl'}} vim.cmd [[LspStart]] end
require "EasyConfig/EasyConfig" NS = NS or {} NS.config = { rainsprinters = false, } NS.modId = "NightSprinters" NS.name = "Night Sprinters settings" NS.menu = { rainsprinters = { type = "Tickbox", title = "Enables Rain Sprinters", tooltip = "", } } EasyConfig.addMod(NS.modId, NS.name, NS.config, NS.menu, "NIGHTSPRINTERS") local function OnGameStart() SandboxVars.StartTime = 2 end Events.OnGameStart.Add(OnGameStart);
#!/usr/bin/luajit ------------------------------------------------------------------------------ -- This converts a docker file to a shell file --Almost guaranteed to not work with many Docker files, but hey, it works for us ------------------------------------------------------------------------------ local DM_PACKAGES_URL = "http://localhost:8000" local HOME_DIRECTORY ='/home/dlannan/dev/defold-extender/extender' local CONVERT_HOME_DIRECTORY = 1 local MS_VISUAL_STUDIO_VER = "14.28.29910" local WINDOWS_SDK_10_VERSION = "10.0.18362.0" local INPUT="Dockerfile" local OUTPUT="Dockerfile.sh" ------------------------------------------------------------------------------ local function runcmd( cmd ) local stdout = nil local fh = io.popen( cmd, "r" ) if(fh) then stdout = fh:read("*a") fh:close() end return stdout end ------------------------------------------------------------------------------ -- Make a copy - dont break original Docker. local res = runcmd("cp -f "..INPUT.." "..OUTPUT) print(res) -- Get the copy as a string to play with. local dockerdata = "" for line in io.lines(OUTPUT) do dockerdata = dockerdata..line.."\n" end ------------------------------------------------------------------------------ dockerdata = [[ DM_PACKAGES_URL="]]..DM_PACKAGES_URL..[[" ]]..dockerdata -- Add extender user if doesnt exist dockerdata = string.gsub(dockerdata, "# Add extender user", [[ # Add extender user id -u extender &>/dev/null || useradd extender ]] ) -- Fix LANG setup dockerdata = string.gsub(dockerdata, "ENV LANG=en_US%.UTF%-8 \\", "export LANG=en_US.UTF-8") dockerdata = string.gsub(dockerdata, " LANGUAGE=en_US:en \\", "export LANGUAGE=en_US:en") dockerdata = string.gsub(dockerdata, " LC_ALL=en_US%.UTF%-8", "export LC_ALL=en_US.UTF-8") ------------------------------------------------------------------------------ -- Convert FROM, MAINTAINER, VOLUME to comments dockerdata = string.gsub(dockerdata, "FROM ", "# FROM ") --sed -i "s/^FROM\s/# FROM /g" $OUTPUT dockerdata = string.gsub(dockerdata, "MAINTAINER ", "# MAINTAINER ") --sed -i "s/^MAINTAINER\s/# MAINTAINER /g" $OUTPUT dockerdata = string.gsub(dockerdata, "VOLUME ", "# VOLUME ") --sed -i "s/^VOLUME\s/# VOLUME /g" $OUTPUT -- Get rid of RUNs dockerdata = string.gsub(dockerdata, "RUN[^\n]+", "") --sed -i "s/^RUN.*//g" $OUTPUT -- Get rid of ARGs dockerdata = string.gsub(dockerdata, "ARG[^\n]+", "") --sed -i "s/^ARG.*//g" $OUTPUT -- Convert COPY into cp dockerdata = string.gsub(dockerdata, "COPY ", "cp ") -- sed -i "s/^COPY/cp/g" $OUTPUT -- Convert mkdirs into auto sub folder creating with -p dockerdata = string.gsub(dockerdata, "mkdir ", "mkdir -p ") -- Fix already correct mkdirs dockerdata = string.gsub(dockerdata, "mkdir %-p %-p", "mkdir -p") --sed -i "s/^mkdir/mkdir -p/g" $OUTPUT -- Convert home directory into squiggles (tildes) -- dockerdata = string.gsub(dockerdata, "mkdir ", "mkdir -p ") -- sed -i "s/^$HOME_DIRECTORY/~/g" $OUTPUT -- Convert ENVs into EXPORTs dockerdata = string.gsub(dockerdata, "ENV%s([^%s]+)[ =]+([%w%p]+)", "export %1=%2") --sed -r 's/^ENV\s([_,A-Z,0-9]*)\s*([a-z]*)/export \1=\2/g' -i $OUTPUT -- Convert VARIABLES into bash varaibles dockerdata = string.gsub(dockerdata, "%{([_%w]+)%}", "%1") -- sed -r 's/[{}]//g' -i $OUTPUT -- Get rid of EXPOSE todo: open up ports based on these? dockerdata = string.gsub(dockerdata, "EXPOSE ", "# EXPOSE") -- sed -i "s/^EXPOSE\s/# EXPOSE /g" $OUTPUT -- Convert ADDs into cp dockerdata = string.gsub(dockerdata, "ADD ", "cp ") --sed -i "s/^ADD\s/cp /g" $OUTPUT -- # Timestamp dockerdata = dockerdata.."# Generated by docker_to_sh ["..os.date().."]\n" -- sed -i '1s/^/# Generated by docker_to_sh, for all your shoddy bash script from Dockerfile generation needs. \n/' $OUTPUT ------------------------------------------------------------------------------ -- Make some sections that can be enabled/disabled if needed -- -- Set the following variables to "enabled" or "disabled" to control platform sections PF_DARWIN = "disabled" PF_EMSCRIPTEN_1_38_12 = "disabled" PF_EMSCRIPTEN_1_39_16 = "disabled" PF_EMSCRIPTEN_2_0_11 = "enabled" PF_WINDOWS = "enabled" PF_WINDOWS_8_1_SDK = "disabled" PF_ANDROID = "enabled" PF_SWITCH = "disabled" PF_WINE = "disabled" -- Platform Darwin - Includes OSX, and IOS dockerdata = string.gsub(dockerdata, "# Darwin", [[# Darwin PF_DARWIN="]]..PF_DARWIN..[[" if [ $PF_DARWIN = "enabled" ]; then ]] ) -- End darwin tag dockerdata = string.gsub(dockerdata, "(#\n# EMSCRIPTEN)",[[ fi # END PF_DARWIN %1]] ) -- Platform Emscripten - be able to select version inclusions dockerdata = string.gsub(dockerdata, "## Emscripten 1.38.12", [[## Emscripten 1.38.12 PF_EMSCRIPTEN_1_38_12="]]..PF_EMSCRIPTEN_1_38_12..[[" if [ $PF_EMSCRIPTEN_1_38_12 = "enabled" ]; then ]] ) dockerdata = string.gsub(dockerdata, "## Emscripten 1.39.16 %(from version 1.2.170%)", [[fi # END PF_EMSCRIPTEN_1_38_12 ## Emscripten 1.39.16 (from version 1.2.170) PF_EMSCRIPTEN_1_39_16="]]..PF_EMSCRIPTEN_1_39_16..[[" if [ $PF_EMSCRIPTEN_1_39_16 = "enabled" ]; then ]] ) dockerdata = string.gsub(dockerdata, "## Emscripten 2.0.11 %(from version 1.2.178%)", [[fi # END PF_EMSCRIPTEN_1_39_16 ## Emscripten 2.0.11 (from version 1.2.178) PF_EMSCRIPTEN_2_0_11="]]..PF_EMSCRIPTEN_2_0_11..[[" if [ $PF_EMSCRIPTEN_2_0_11 = "enabled" ]; then update-alternatives --set python3 /usr/bin/python3.9 ]] ) dockerdata = string.gsub(dockerdata, "# We use the same temp directory for both versions.",[[fi # END PF_EMSCRIPTEN_2_0_11 # We use the same temp directory for both versions.]] ) dockerdata = string.gsub(dockerdata, "# We replace it with a folder of our own(.+)update%-alternatives", [[ # We replace it with a folder of our own # REMOVED TEMP FOLDER NAME REPLACEMENT - TBD update-alternatives]] ) -- Platform Windows dockerdata = string.gsub(dockerdata, "PLATFORMSDK_WIN32=$PLATFORMSDK_DIR/Win32([^\n]+)", [[PLATFORMSDK_WIN32=$PLATFORMSDK_DIR/Win32]] ) dockerdata = string.gsub(dockerdata, "WINDOWS_SDK_10_VERSION=([^\n]+)", [[WINDOWS_SDK_10_VERSION="]]..WINDOWS_SDK_10_VERSION..[["]] ) dockerdata = string.gsub(dockerdata, "WINDOWS_MSVC_2019_VERSION=([^\n]+)", [[WINDOWS_MSVC_2019_VERSION="]]..MS_VISUAL_STUDIO_VER..[["]] ) dockerdata = string.gsub(dockerdata, "ENV \\", "") dockerdata = string.gsub(dockerdata, "(#\n# Windows\n#)", [[ %1 PF_WINDOWS="]]..PF_WINDOWS..[[" if [ $PF_WINDOWS = "enabled" ]; then ]] ) dockerdata = string.gsub(dockerdata, "(echo \"WIN32 8.1 %+ 10 SDK\" && \\)",[[ PF_WINDOWS_8_1_SDK="]]..PF_WINDOWS_8_1_SDK..[[" if [ $PF_WINDOWS_8_1_SDK = "enabled" ]; then %1]] ) dockerdata = string.gsub(dockerdata, "ln %-s /usr/local/bin/clang /usr/local/bin/x86_64%-pc%-win32%-clang",[[ fi # END PF_WINDOWS_8_1_SDK ln -s /usr/local/bin/clang /usr/local/bin/x86_64-pc-win32-clang]]) -- Platform Android dockerdata = string.gsub(dockerdata, "(#\n# Android SDK/NDK\n)", [[fi # END PF_WINDOWS PF_ANDROID="]]..PF_ANDROID..[[" if [ $PF_ANDROID = "enabled" ]; then %1]] ) -- Switch SDK dockerdata = string.gsub(dockerdata, "(#\n# Switch SDK\n)", [[fi # END PF_ANDROID PF_SWITCH="]]..PF_SWITCH..[[" if [ $PF_SWITCH = "enabled" ]; then %1]] ) -- Wine dockerdata = string.gsub(dockerdata, "(#\n# Wine\n)", [[fi # END PF_SWITCH PF_WINE="]]..PF_WINE..[[" if [ $PF_WINE = "enabled" ]; then %1]] ) dockerdata = string.gsub(dockerdata, "chown %-R extender: $WINEPREFIX", [[%1 fi # END PF_WINE]] ) ------------------------------------------------------------------------------ local fh = io.open(OUTPUT, "w") if(fh) then fh:write(dockerdata); fh:close() end ------------------------------------------------------------------------------
object_mobile_disappearances_psycho_boss = object_mobile_shared_disappearances_psycho_boss:new { } ObjectTemplates:addTemplate(object_mobile_disappearances_psycho_boss, "object/mobile/disappearances_psycho_boss.iff")
mymillwork.register_all( "default_stone", "Stone", "default_stone.png", {cracky = 3,not_in_creative_inventory=1}, "default:stone" ) mymillwork.register_all( "default_stone_brick", "Stone Brick", "default_stone_brick.png", {cracky = 3,not_in_creative_inventory=1}, "default:stonebrick" ) mymillwork.register_all( "default_cobble", "Cobble", "default_cobble.png", {cracky = 3,not_in_creative_inventory=1}, "default:cobble" ) mymillwork.register_all( "default_desert_stone", "Desert Stone", "default_desert_stone.png", {cracky = 3,not_in_creative_inventory=1}, "default:desert_stone" ) mymillwork.register_all( "default_sandstone", "Sandstone", "default_sandstone.png", {crumbly=2, cracky = 3, not_in_creative_inventory=1}, "default:sandstone" ) mymillwork.register_all( "default_clay", "Clay", "default_clay.png", {crumbly=3,not_in_creative_inventory=1}, "default:clay" ) mymillwork.register_all( "default_wood", "Wood", "default_wood.png", {choppy = 3,not_in_creative_inventory=1}, "default:wood" ) mymillwork.register_all( "default_junglewood", "Jungle Wood", "default_junglewood.png", {choppy=2,oddly_breakable_by_hand=2,flammable=2,not_in_creative_inventory=1}, "default:junglewood" ) mymillwork.register_all( "default_pine_wood", "Pine Wood", "default_pine_wood.png", {choppy = 3,not_in_creative_inventory=1}, "default:pine_wood" ) mymillwork.register_all( "default_acacia_wood", "Acacia Wood", "default_acacia_wood.png", {choppy = 3,not_in_creative_inventory=1}, "default:pine_acacia" ) mymillwork.register_all( "default_aspen_wood", "Aspen Wood", "default_aspen_wood.png", {choppy = 3,not_in_creative_inventory=1}, "default:aspen_wood" ) mymillwork.register_all( "default_coal_block", "Coal Block", "default_coal_block.png", {cracky = 3,not_in_creative_inventory=1}, "default:coalblock" ) mymillwork.register_all( "default_obsidian", "Obsidian", "default_obsidian.png", {cracky = 1,not_in_creative_inventory=1}, "default:obsidian" )
-- p6 - last parameter does not mean vehicle handle is returned maybe a quick view in disassembly will tell us what is actually does p6 seems to check for something with the script in the disassembly -- @module native -- @submodule vehicle -- @see CREATE_VEHICLE -- @usage Vehicle CREATE_VEHICLE(Hash modelHash, float x, float y, float z, float heading, BOOL isNetwork, BOOL p6); -- @param modelHash Hash -- @param x float -- @param y float -- @param z float -- @param heading float -- @param isNetwork BOOL -- @param p6 BOOL -- @return Vehicle function CreateVehicle(modelHash, x, y, z, heading, isNetwork, p6) end -- Deletes a vehicle. The vehicle must be a mission entity to delete, so call this before deleting: SET_ENTITY_AS_MISSION_ENTITY(vehicle, true, true); eg how to use: SET_ENTITY_AS_MISSION_ENTITY(vehicle, true, true); DELETE_VEHICLE(&vehicle); Deletes the specified vehicle, then sets the handle pointed to by the pointer to NULL. -- @module native -- @submodule vehicle -- @see DELETE_VEHICLE -- @usage void DELETE_VEHICLE(Vehicle* vehicle); -- @param vehicle Vehicle* -- @return void function DeleteVehicle(vehicle) end -- Makes the vehicle accept no passengers. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_ALLOW_NO_PASSENGERS_LOCKON -- @usage void SET_VEHICLE_ALLOW_NO_PASSENGERS_LOCKON(Vehicle veh, BOOL toggle); -- @param veh Vehicle -- @param toggle BOOL -- @return void function SetVehicleAllowNoPassengersLockon(veh, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see IS_VEHICLE_MODEL -- @usage BOOL IS_VEHICLE_MODEL(Vehicle vehicle, Hash model); -- @param vehicle Vehicle -- @param model Hash -- @return BOOL function IsVehicleModel(vehicle, model) end -- @todo -- @module native -- @submodule vehicle -- @see DOES_SCRIPT_VEHICLE_GENERATOR_EXIST -- @usage BOOL DOES_SCRIPT_VEHICLE_GENERATOR_EXIST(int vehicleGenerator); -- @param vehicleGenerator int -- @return BOOL function DoesScriptVehicleGeneratorExist(vehicleGenerator) end -- Creates a script vehicle generator at the given coordinates. Most parameters after the model hash are unknown. Parameters: x/y/z - Generator position heading - Generator heading p4 - Unknown (always 5.0) p5 - Unknown (always 3.0) modelHash - Vehicle model hash p7/8/9/10 - Unknown (always -1) p11 - Unknown (usually TRUE, only one instance of FALSE) p12/13 - Unknown (always FALSE) p14 - Unknown (usally FALSE, only two instances of TRUE) p15 - Unknown (always TRUE) p16 - Unknown (always -1) Vector3 coords = GET_ENTITY_COORDS(PLAYER_PED_ID(), 0); CREATE_SCRIPT_VEHICLE_GENERATOR(coords.x, coords.y, coords.z, 1.0f, 5.0f, 3.0f, GET_HASH_KEY("adder"), -1. -1, -1, -1, -1, true, false, false, false, true, -1); -- @module native -- @submodule vehicle -- @see CREATE_SCRIPT_VEHICLE_GENERATOR -- @usage int CREATE_SCRIPT_VEHICLE_GENERATOR(float x, float y, float z, float heading, float p4, float p5, Hash modelHash, int p7, int p8, int p9, int p10, BOOL p11, BOOL p12, BOOL p13, BOOL p14, BOOL p15, int p16); -- @param x float -- @param y float -- @param z float -- @param heading float -- @param p4 float -- @param p5 float -- @param modelHash Hash -- @param p7 int -- @param p8 int -- @param p9 int -- @param p10 int -- @param p11 BOOL -- @param p12 BOOL -- @param p13 BOOL -- @param p14 BOOL -- @param p15 BOOL -- @param p16 int -- @return int function CreateScriptVehicleGenerator(x, y, z, heading, p4, p5, modelHash, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16) end -- @todo -- @module native -- @submodule vehicle -- @see DELETE_SCRIPT_VEHICLE_GENERATOR -- @usage void DELETE_SCRIPT_VEHICLE_GENERATOR(int vehicleGenerator); -- @param vehicleGenerator int -- @return void function DeleteScriptVehicleGenerator(vehicleGenerator) end -- Only called once in the decompiled scripts. Presumably activates the specified generator. -- @module native -- @submodule vehicle -- @see SET_SCRIPT_VEHICLE_GENERATOR -- @usage void SET_SCRIPT_VEHICLE_GENERATOR(Any vehicleGenerator, BOOL enabled); -- @param vehicleGenerator Any -- @param enabled BOOL -- @return void function SetScriptVehicleGenerator(vehicleGenerator, enabled) end -- @todo -- @module native -- @submodule vehicle -- @see SET_ALL_VEHICLE_GENERATORS_ACTIVE_IN_AREA -- @usage void SET_ALL_VEHICLE_GENERATORS_ACTIVE_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2, BOOL p6, BOOL p7); -- @param x1 float -- @param y1 float -- @param z1 float -- @param x2 float -- @param y2 float -- @param z2 float -- @param p6 BOOL -- @param p7 BOOL -- @return void function SetAllVehicleGeneratorsActiveInArea(x1, y1, z1, x2, y2, z2, p6, p7) end -- @todo -- @module native -- @submodule vehicle -- @see SET_ALL_VEHICLE_GENERATORS_ACTIVE -- @usage void SET_ALL_VEHICLE_GENERATORS_ACTIVE(); -- @return void function SetAllVehicleGeneratorsActive() end -- @todo -- @module native -- @submodule vehicle -- @see SET_ALL_LOW_PRIORITY_VEHICLE_GENERATORS_ACTIVE -- @usage void SET_ALL_LOW_PRIORITY_VEHICLE_GENERATORS_ACTIVE(BOOL active); -- @param active BOOL -- @return void function SetAllLowPriorityVehicleGeneratorsActive(active) end -- Sets a vehicle on the ground on all wheels. Returns whether or not the operation was successful. sfink: This has an additional param(Vehicle vehicle, float p1) which is always set to 5.0f in the b944 scripts. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_ON_GROUND_PROPERLY -- @usage BOOL SET_VEHICLE_ON_GROUND_PROPERLY(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function SetVehicleOnGroundProperly(vehicle) end -- Most likely a hash collision -- @module native -- @submodule vehicle -- @see SET_ALL_VEHICLES_SPAWN -- @usage Any SET_ALL_VEHICLES_SPAWN(Vehicle p0, BOOL p1, BOOL p2, BOOL p3); -- @param p0 Vehicle -- @param p1 BOOL -- @param p2 BOOL -- @param p3 BOOL -- @return Any function SetAllVehiclesSpawn(p0, p1, p2, p3) end -- @todo -- @module native -- @submodule vehicle -- @see IS_VEHICLE_STUCK_ON_ROOF -- @usage BOOL IS_VEHICLE_STUCK_ON_ROOF(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsVehicleStuckOnRoof(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see ADD_VEHICLE_UPSIDEDOWN_CHECK -- @usage void ADD_VEHICLE_UPSIDEDOWN_CHECK(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function AddVehicleUpsidedownCheck(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see REMOVE_VEHICLE_UPSIDEDOWN_CHECK -- @usage void REMOVE_VEHICLE_UPSIDEDOWN_CHECK(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function RemoveVehicleUpsidedownCheck(vehicle) end -- Returns true if the vehicle's current speed is less than, or equal to 0.0025f. For some vehicles it returns true if the current speed is <= 0.00039999999. -- @module native -- @submodule vehicle -- @see IS_VEHICLE_STOPPED -- @usage BOOL IS_VEHICLE_STOPPED(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsVehicleStopped(vehicle) end -- Gets the number of passengers, NOT including the driver. Use IS_VEHICLE_SEAT_FREE(Vehicle, -1) to also check for the driver -- @module native -- @submodule vehicle -- @see GET_VEHICLE_NUMBER_OF_PASSENGERS -- @usage int GET_VEHICLE_NUMBER_OF_PASSENGERS(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetVehicleNumberOfPassengers(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS -- @usage int GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetVehicleMaxNumberOfPassengers(vehicle) end -- Returns max number of passengers (including the driver) for the specified vehicle model. For a full list, see here: pastebin.com/MdETCS1j -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MODEL_NUMBER_OF_SEATS -- @usage int GET_VEHICLE_MODEL_NUMBER_OF_SEATS(Hash modelHash); -- @param modelHash Hash -- @return int function GetVehicleModelNumberOfSeats(modelHash) end -- • Usage → Use this native inside a looped function. → Values: → 0.0 = no vehicles on streets → 1.0 = normal vehicles on streets -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME -- @usage void SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME(float multiplier); -- @param multiplier float -- @return void function SetVehicleDensityMultiplierThisFrame(multiplier) end -- @todo -- @module native -- @submodule vehicle -- @see SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME -- @usage void SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME(float multiplier); -- @param multiplier float -- @return void function SetRandomVehicleDensityMultiplierThisFrame(multiplier) end -- @todo -- @module native -- @submodule vehicle -- @see SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME -- @usage void SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME(float multiplier); -- @param multiplier float -- @return void function SetParkedVehicleDensityMultiplierThisFrame(multiplier) end -- @todo -- @module native -- @submodule vehicle -- @see SET_FAR_DRAW_VEHICLES -- @usage void SET_FAR_DRAW_VEHICLES(BOOL toggle); -- @param toggle BOOL -- @return void function SetFarDrawVehicles(toggle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_NUMBER_OF_PARKED_VEHICLES -- @usage Any SET_NUMBER_OF_PARKED_VEHICLES(int value); -- @param value int -- @return Any function SetNumberOfParkedVehicles(value) end -- 0 1 2 - CARLOCK_LOCKED (locked) 3 4 - CARLOCK_LOCKED_PLAYER_INSIDE (can get in, can't leave) (maybe, these are leftovers from GTA:VC) 5 6 7 (source: GTA VC miss2 leak, matching constants for 0/2/4, testing) They use 10 in am_mp_property_int, don't know what it does atm. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DOORS_LOCKED -- @usage void SET_VEHICLE_DOORS_LOCKED(Vehicle vehicle, int doorLockStatus); -- @param vehicle Vehicle -- @param doorLockStatus int -- @return void function SetVehicleDoorsLocked(vehicle, doorLockStatus) end -- destroyType is 1 for opens on damage, 2 for breaks on damage. -- @module native -- @submodule vehicle -- @see SET_PED_TARGETTABLE_VEHICLE_DESTROY -- @usage void SET_PED_TARGETTABLE_VEHICLE_DESTROY(Vehicle vehicle, int vehicleComponent, int destroyType); -- @param vehicle Vehicle -- @param vehicleComponent int -- @param destroyType int -- @return void function SetPedTargettableVehicleDestroy(vehicle, vehicleComponent, destroyType) end -- if set to true, prevents vehicle sirens from having sound, leaving only the lights. HASH COLLISION !!! Please change to _SET_VEHICLE_SIREN_SOUND -- @module native -- @submodule vehicle -- @see DISABLE_VEHICLE_IMPACT_EXPLOSION_ACTIVATION -- @usage void DISABLE_VEHICLE_IMPACT_EXPLOSION_ACTIVATION(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function DisableVehicleImpactExplosionActivation(vehicle, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER -- @usage void SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER(Vehicle vehicle, Player player, BOOL toggle); -- @param vehicle Vehicle -- @param player Player -- @param toggle BOOL -- @return void function SetVehicleDoorsLockedForPlayer(vehicle, player, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_DOORS_LOCKED_FOR_PLAYER -- @usage BOOL GET_VEHICLE_DOORS_LOCKED_FOR_PLAYER(Vehicle vehicle, Player player); -- @param vehicle Vehicle -- @param player Player -- @return BOOL function GetVehicleDoorsLockedForPlayer(vehicle, player) end -- After some analysis, I've decided that these are what the parameters are. We can see this being used in R* scripts such as "am_mp_property_int.ysc.c4": l_11A1 = PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(), 1); ... VEHICLE::SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS(l_11A1, 1); -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS -- @usage void SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleDoorsLockedForAllPlayers(vehicle, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DOORS_LOCKED_FOR_TEAM -- @usage void SET_VEHICLE_DOORS_LOCKED_FOR_TEAM(Vehicle vehicle, int team, BOOL toggle); -- @param vehicle Vehicle -- @param team int -- @param toggle BOOL -- @return void function SetVehicleDoorsLockedForTeam(vehicle, team, toggle) end -- Explodes a selected vehicle. Vehicle vehicle = Vehicle you want to explode. BOOL isAudible = If explosion makes a sound. BOOL isInvisible = If the explosion is invisible or not. First BOOL does not give any visual explosion, the vehicle just falls apart completely but slowly and starts to burn. -- @module native -- @submodule vehicle -- @see EXPLODE_VEHICLE -- @usage void EXPLODE_VEHICLE(Vehicle vehicle, BOOL isAudible, BOOL isInvisible); -- @param vehicle Vehicle -- @param isAudible BOOL -- @param isInvisible BOOL -- @return void function ExplodeVehicle(vehicle, isAudible, isInvisible) end -- Tested on the player's current vehicle. Unless you kill the driver, the vehicle doesn't loose control, however, if enabled, explodeOnImpact is still active. The moment you crash, boom. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_OUT_OF_CONTROL -- @usage void SET_VEHICLE_OUT_OF_CONTROL(Vehicle vehicle, BOOL killDriver, BOOL explodeOnImpact); -- @param vehicle Vehicle -- @param killDriver BOOL -- @param explodeOnImpact BOOL -- @return void function SetVehicleOutOfControl(vehicle, killDriver, explodeOnImpact) end -- VEHICLE::SET_VEHICLE_TIMED_EXPLOSION(v_3, PLAYER::GET_PLAYER_PED(v_5), 1); -- @module native -- @submodule vehicle -- @see SET_VEHICLE_TIMED_EXPLOSION -- @usage void SET_VEHICLE_TIMED_EXPLOSION(Vehicle vehicle, Ped ped, BOOL toggle); -- @param vehicle Vehicle -- @param ped Ped -- @param toggle BOOL -- @return void function SetVehicleTimedExplosion(vehicle, ped, toggle) end -- This is not tested - it's just an assumption. Doesn't seem to work. I'll try with an int instead. --JT Read the scripts, im dumpass. if (!VEHICLE::IS_TAXI_LIGHT_ON(l_115)) { VEHICLE::SET_TAXI_LIGHTS(l_115, 1); } -- @module native -- @submodule vehicle -- @see SET_TAXI_LIGHTS -- @usage void SET_TAXI_LIGHTS(Vehicle vehicle, BOOL state); -- @param vehicle Vehicle -- @param state BOOL -- @return void function SetTaxiLights(vehicle, state) end -- @todo -- @module native -- @submodule vehicle -- @see IS_TAXI_LIGHT_ON -- @usage BOOL IS_TAXI_LIGHT_ON(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsTaxiLightOn(vehicle) end -- garageName example "Michael - Beverly Hills" For a full list, see here: pastebin.com/73VfwsmS -- @module native -- @submodule vehicle -- @see IS_VEHICLE_IN_GARAGE_AREA -- @usage BOOL IS_VEHICLE_IN_GARAGE_AREA(char* garageName, Vehicle vehicle); -- @param garageName char* -- @param vehicle Vehicle -- @return BOOL function IsVehicleInGarageArea(garageName, vehicle) end -- colorPrimary & colorSecondary are the paint index for the vehicle. For a list of valid paint indexes, view: pastebin.com/pwHci0xK ------------------------------------------------------------------------- Use this to get the number of color indices: pastebin.com/RQEeqTSM Note: minimum color index is 0, maximum color index is (numColorIndices - 1) -- @module native -- @submodule vehicle -- @see SET_VEHICLE_COLOURS -- @usage void SET_VEHICLE_COLOURS(Vehicle vehicle, int colorPrimary, int colorSecondary); -- @param vehicle Vehicle -- @param colorPrimary int -- @param colorSecondary int -- @return void function SetVehicleColours(vehicle, colorPrimary, colorSecondary) end -- It switch to highbeam when p1 is set to true. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_FULLBEAM -- @usage void SET_VEHICLE_FULLBEAM(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleFullbeam(vehicle, toggle) end -- This seems like a hash collision? p1 (toggle) was always 1 (true) except in one case in the b678 scripts. -- @module native -- @submodule vehicle -- @see STEER_UNLOCK_BIAS -- @usage void STEER_UNLOCK_BIAS(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SteerUnlockBias(vehicle, toggle) end -- p1, p2, p3 are RGB values for color (255,0,0 for Red, ect) -- @module native -- @submodule vehicle -- @see SET_VEHICLE_CUSTOM_PRIMARY_COLOUR -- @usage void SET_VEHICLE_CUSTOM_PRIMARY_COLOUR(Vehicle vehicle, int r, int g, int b); -- @param vehicle Vehicle -- @param r int -- @param g int -- @param b int -- @return void function SetVehicleCustomPrimaryColour(vehicle, r, g, b) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_CUSTOM_PRIMARY_COLOUR -- @usage void GET_VEHICLE_CUSTOM_PRIMARY_COLOUR(Vehicle vehicle, int* r, int* g, int* b); -- @param vehicle Vehicle -- @param r int* -- @param g int* -- @param b int* -- @return void function GetVehicleCustomPrimaryColour(vehicle, r, g, b) end -- @todo -- @module native -- @submodule vehicle -- @see CLEAR_VEHICLE_CUSTOM_PRIMARY_COLOUR -- @usage Any CLEAR_VEHICLE_CUSTOM_PRIMARY_COLOUR(Vehicle vehicle); -- @param vehicle Vehicle -- @return Any function ClearVehicleCustomPrimaryColour(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see GET_IS_VEHICLE_PRIMARY_COLOUR_CUSTOM -- @usage BOOL GET_IS_VEHICLE_PRIMARY_COLOUR_CUSTOM(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function GetIsVehiclePrimaryColourCustom(vehicle) end -- p1, p2, p3 are RGB values for color (255,0,0 for Red, ect) -- @module native -- @submodule vehicle -- @see SET_VEHICLE_CUSTOM_SECONDARY_COLOUR -- @usage void SET_VEHICLE_CUSTOM_SECONDARY_COLOUR(Vehicle vehicle, int r, int g, int b); -- @param vehicle Vehicle -- @param r int -- @param g int -- @param b int -- @return void function SetVehicleCustomSecondaryColour(vehicle, r, g, b) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_CUSTOM_SECONDARY_COLOUR -- @usage void GET_VEHICLE_CUSTOM_SECONDARY_COLOUR(Vehicle vehicle, int* r, int* g, int* b); -- @param vehicle Vehicle -- @param r int* -- @param g int* -- @param b int* -- @return void function GetVehicleCustomSecondaryColour(vehicle, r, g, b) end -- @todo -- @module native -- @submodule vehicle -- @see CLEAR_VEHICLE_CUSTOM_SECONDARY_COLOUR -- @usage Any CLEAR_VEHICLE_CUSTOM_SECONDARY_COLOUR(Vehicle vehicle); -- @param vehicle Vehicle -- @return Any function ClearVehicleCustomSecondaryColour(vehicle) end -- Check if Vehicle Secondary is avaliable for customize -- @module native -- @submodule vehicle -- @see GET_IS_VEHICLE_SECONDARY_COLOUR_CUSTOM -- @usage BOOL GET_IS_VEHICLE_SECONDARY_COLOUR_CUSTOM(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function GetIsVehicleSecondaryColourCustom(vehicle) end -- formerly known as _SET_VEHICLE_PAINT_FADE The parameter fade is a value from 0-1, where 0 is fresh paint. ------------------------------------------------------------------------------------ The actual value isn't stored as a float but as an unsigned char (BYTE). More info here: pastebin.com/r0h6EM5s -- @module native -- @submodule vehicle -- @see SET_VEHICLE_ENVEFF_SCALE -- @usage void SET_VEHICLE_ENVEFF_SCALE(Vehicle vehicle, float fade); -- @param vehicle Vehicle -- @param fade float -- @return void function SetVehicleEnveffScale(vehicle, fade) end -- formerly known as _GET_VEHICLE_PAINT_FADE The result is a value from 0-1, where 0 is fresh paint. ----------------------------------------------------------------------- The actual value isn't stored as a float but as an unsigned char (BYTE). -- @module native -- @submodule vehicle -- @see GET_VEHICLE_ENVEFF_SCALE -- @usage float GET_VEHICLE_ENVEFF_SCALE(Vehicle vehicle); -- @param vehicle Vehicle -- @return float function GetVehicleEnveffScale(vehicle) end -- Hardcoded to not work in multiplayer. -- @module native -- @submodule vehicle -- @see SET_CAN_RESPRAY_VEHICLE -- @usage void SET_CAN_RESPRAY_VEHICLE(Vehicle vehicle, BOOL state); -- @param vehicle Vehicle -- @param state BOOL -- @return void function SetCanResprayVehicle(vehicle, state) end -- @todo -- @module native -- @submodule vehicle -- @see SET_BOAT_ANCHOR -- @usage void SET_BOAT_ANCHOR(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetBoatAnchor(vehicle, toggle) end -- Activate siren on vehicle (Only works if the vehicle has a siren). -- @module native -- @submodule vehicle -- @see SET_VEHICLE_SIREN -- @usage void SET_VEHICLE_SIREN(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleSiren(vehicle, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see IS_VEHICLE_SIREN_ON -- @usage BOOL IS_VEHICLE_SIREN_ON(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsVehicleSirenOn(vehicle) end -- If set to true, vehicle will not take crash damage, but is still susceptible to damage from bullets and explosives -- @module native -- @submodule vehicle -- @see SET_VEHICLE_STRONG -- @usage void SET_VEHICLE_STRONG(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleStrong(vehicle, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see REMOVE_VEHICLE_STUCK_CHECK -- @usage void REMOVE_VEHICLE_STUCK_CHECK(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function RemoveVehicleStuckCheck(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_COLOURS -- @usage void GET_VEHICLE_COLOURS(Vehicle vehicle, int* colorPrimary, int* colorSecondary); -- @param vehicle Vehicle -- @param colorPrimary int* -- @param colorSecondary int* -- @return void function GetVehicleColours(vehicle, colorPrimary, colorSecondary) end -- Has an additional BOOL parameter since version [???]. Check if a vehicle seat is free. -1 being the driver seat. Use GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS(vehicle) - 1 for last seat index. -- @module native -- @submodule vehicle -- @see IS_VEHICLE_SEAT_FREE -- @usage BOOL IS_VEHICLE_SEAT_FREE(Vehicle vehicle, int seatIndex); -- @param vehicle Vehicle -- @param seatIndex int -- @return BOOL function IsVehicleSeatFree(vehicle, seatIndex) end -- -1 (driver) <= index < GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS(vehicle) -- @module native -- @submodule vehicle -- @see GET_PED_IN_VEHICLE_SEAT -- @usage Ped GET_PED_IN_VEHICLE_SEAT(Vehicle vehicle, int index); -- @param vehicle Vehicle -- @param index int -- @return Ped function GetPedInVehicleSeat(vehicle, index) end -- @todo -- @module native -- @submodule vehicle -- @see GET_LAST_PED_IN_VEHICLE_SEAT -- @usage Ped GET_LAST_PED_IN_VEHICLE_SEAT(Vehicle vehicle, int seatIndex); -- @param vehicle Vehicle -- @param seatIndex int -- @return Ped function GetLastPedInVehicleSeat(vehicle, seatIndex) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_LIGHTS_STATE -- @usage BOOL GET_VEHICLE_LIGHTS_STATE(Vehicle vehicle, BOOL* lightsOn, BOOL* highbeamsOn); -- @param vehicle Vehicle -- @param lightsOn BOOL* -- @param highbeamsOn BOOL* -- @return BOOL function GetVehicleLightsState(vehicle, lightsOn, highbeamsOn) end -- wheelID used for 4 wheelers seem to be (0, 1, 4, 5) completely - is to check if tire completely gone from rim. '0 = wheel_lf / bike, plane or jet front '1 = wheel_rf '2 = wheel_lm / in 6 wheels trailer, plane or jet is first one on left '3 = wheel_rm / in 6 wheels trailer, plane or jet is first one on right '4 = wheel_lr / bike rear / in 6 wheels trailer, plane or jet is last one on left '5 = wheel_rr / in 6 wheels trailer, plane or jet is last one on right '45 = 6 wheels trailer mid wheel left '47 = 6 wheels trailer mid wheel right -- @module native -- @submodule vehicle -- @see IS_VEHICLE_TYRE_BURST -- @usage BOOL IS_VEHICLE_TYRE_BURST(Vehicle vehicle, int wheelID, BOOL completely); -- @param vehicle Vehicle -- @param wheelID int -- @param completely BOOL -- @return BOOL function IsVehicleTyreBurst(vehicle, wheelID, completely) end -- SCALE: Setting the speed to 30 would result in a speed of roughly 60mph, according to speedometer. Speed is in meters per second You can convert meters/s to mph here: http://www.calculateme.com/Speed/MetersperSecond/ToMilesperHour.htm -- @module native -- @submodule vehicle -- @see SET_VEHICLE_FORWARD_SPEED -- @usage void SET_VEHICLE_FORWARD_SPEED(Vehicle vehicle, float speed); -- @param vehicle Vehicle -- @param speed float -- @return void function SetVehicleForwardSpeed(vehicle, speed) end -- This is a hash collision... _IS_VEHICLE_NEAR_ENTITY -- @module native -- @submodule vehicle -- @see SET_PED_ENABLED_BIKE_RINGTONE -- @usage BOOL SET_PED_ENABLED_BIKE_RINGTONE(Vehicle vehicle, Entity entity); -- @param vehicle Vehicle -- @param entity Entity -- @return BOOL function SetPedEnabledBikeRingtone(vehicle, entity) end -- "To burst tyres VEHICLE::SET_VEHICLE_TYRE_BURST(vehicle, 0, true, 1000.0) to burst all tyres type it 8 times where p1 = 0 to 7. p3 seems to be how much damage it has taken. 0 doesn't deflate them, 1000 completely deflates them. '0 = wheel_lf / bike, plane or jet front '1 = wheel_rf '2 = wheel_lm / in 6 wheels trailer, plane or jet is first one on left '3 = wheel_rm / in 6 wheels trailer, plane or jet is first one on right '4 = wheel_lr / bike rear / in 6 wheels trailer, plane or jet is last one on left '5 = wheel_rr / in 6 wheels trailer, plane or jet is last one on right '45 = 6 wheels trailer mid wheel left '47 = 6 wheels trailer mid wheel right -- @module native -- @submodule vehicle -- @see SET_VEHICLE_TYRE_BURST -- @usage void SET_VEHICLE_TYRE_BURST(Vehicle vehicle, int index, BOOL onRim, float p3); -- @param vehicle Vehicle -- @param index int -- @param onRim BOOL -- @param p3 float -- @return void function SetVehicleTyreBurst(vehicle, index, onRim, p3) end -- Closes all doors of a vehicle: -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DOORS_SHUT -- @usage void SET_VEHICLE_DOORS_SHUT(Vehicle vehicle, BOOL closeInstantly); -- @param vehicle Vehicle -- @param closeInstantly BOOL -- @return void function SetVehicleDoorsShut(vehicle, closeInstantly) end -- Allows you to toggle bulletproof tires. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_TYRES_CAN_BURST -- @usage void SET_VEHICLE_TYRES_CAN_BURST(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleTyresCanBurst(vehicle, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_TYRES_CAN_BURST -- @usage BOOL GET_VEHICLE_TYRES_CAN_BURST(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function GetVehicleTyresCanBurst(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_WHEELS_CAN_BREAK -- @usage Any SET_VEHICLE_WHEELS_CAN_BREAK(Vehicle vehicle, BOOL enabled); -- @param vehicle Vehicle -- @param enabled BOOL -- @return Any function SetVehicleWheelsCanBreak(vehicle, enabled) end -- doorIndex: 0 = Front Left Door 1 = Front Right Door 2 = Back Left Door 3 = Back Right Door 4 = Hood 5 = Trunk 6 = Back 7 = Back2 -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DOOR_OPEN -- @usage void SET_VEHICLE_DOOR_OPEN(Vehicle vehicle, int doorIndex, BOOL loose, BOOL openInstantly); -- @param vehicle Vehicle -- @param doorIndex int -- @param loose BOOL -- @param openInstantly BOOL -- @return void function SetVehicleDoorOpen(vehicle, doorIndex, loose, openInstantly) end -- windowIndex: 0 = Front Right Window 1 = Front Left Window 2 = Back Right Window 3 = Back Left Window -- @module native -- @submodule vehicle -- @see REMOVE_VEHICLE_WINDOW -- @usage void REMOVE_VEHICLE_WINDOW(Vehicle vehicle, int windowIndex); -- @param vehicle Vehicle -- @param windowIndex int -- @return void function RemoveVehicleWindow(vehicle, windowIndex) end -- Roll down all the windows of the vehicle passed through the first parameter. -- @module native -- @submodule vehicle -- @see ROLL_DOWN_WINDOWS -- @usage void ROLL_DOWN_WINDOWS(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function RollDownWindows(vehicle) end -- windowIndex: 0 = Front Right Window 1 = Front Left Window 2 = Back Right Window 3 = Back Left Window -- @module native -- @submodule vehicle -- @see ROLL_DOWN_WINDOW -- @usage Any ROLL_DOWN_WINDOW(Vehicle vehicle, int windowIndex); -- @param vehicle Vehicle -- @param windowIndex int -- @return Any function RollDownWindow(vehicle, windowIndex) end -- 0 = Front Right Window 1 = Front Left Window 2 = Back Right Window 3 = Back Left Window -- @module native -- @submodule vehicle -- @see ROLL_UP_WINDOW -- @usage Any ROLL_UP_WINDOW(Vehicle vehicle, int windowIndex); -- @param vehicle Vehicle -- @param windowIndex int -- @return Any function RollUpWindow(vehicle, windowIndex) end -- @todo -- @module native -- @submodule vehicle -- @see SMASH_VEHICLE_WINDOW -- @usage Any SMASH_VEHICLE_WINDOW(Vehicle vehicle, int index); -- @param vehicle Vehicle -- @param index int -- @return Any function SmashVehicleWindow(vehicle, index) end -- @todo -- @module native -- @submodule vehicle -- @see FIX_VEHICLE_WINDOW -- @usage Any FIX_VEHICLE_WINDOW(Vehicle vehicle, int index); -- @param vehicle Vehicle -- @param index int -- @return Any function FixVehicleWindow(vehicle, index) end -- set's if the vehicle has lights or not. not an on off toggle. p1 = 0 ;vehicle normal lights, off then lowbeams, then highbeams p1 = 1 ;vehicle doesn't have lights, always off p1 = 2 ;vehicle has always on lights p1 = 3 ;or even larger like 4,5,... normal lights like =1 note1: when using =2 on day it's lowbeam,highbeam but at night it's lowbeam,lowbeam,highbeam note2: when using =0 it's affected by day or night for highbeams don't exist in daytime. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_LIGHTS -- @usage void SET_VEHICLE_LIGHTS(Vehicle vehicle, int state); -- @param vehicle Vehicle -- @param state int -- @return void function SetVehicleLights(vehicle, state) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_ALARM -- @usage void SET_VEHICLE_ALARM(Vehicle vehicle, BOOL state); -- @param vehicle Vehicle -- @param state BOOL -- @return void function SetVehicleAlarm(vehicle, state) end -- @todo -- @module native -- @submodule vehicle -- @see START_VEHICLE_ALARM -- @usage Any START_VEHICLE_ALARM(Vehicle vehicle); -- @param vehicle Vehicle -- @return Any function StartVehicleAlarm(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see IS_VEHICLE_ALARM_ACTIVATED -- @usage BOOL IS_VEHICLE_ALARM_ACTIVATED(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsVehicleAlarmActivated(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_INTERIORLIGHT -- @usage void SET_VEHICLE_INTERIORLIGHT(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleInteriorlight(vehicle, toggle) end -- multiplier = brightness of head lights. this value isn't capped afaik. multiplier = 0.0 no lights multiplier = 1.0 default game value -- @module native -- @submodule vehicle -- @see SET_VEHICLE_LIGHT_MULTIPLIER -- @usage void SET_VEHICLE_LIGHT_MULTIPLIER(Vehicle vehicle, float multiplier); -- @param vehicle Vehicle -- @param multiplier float -- @return void function SetVehicleLightMultiplier(vehicle, multiplier) end -- @todo -- @module native -- @submodule vehicle -- @see ATTACH_VEHICLE_TO_TRAILER -- @usage void ATTACH_VEHICLE_TO_TRAILER(Vehicle vehicle, Vehicle trailer, float radius); -- @param vehicle Vehicle -- @param trailer Vehicle -- @param radius float -- @return void function AttachVehicleToTrailer(vehicle, trailer, radius) end -- Public Sub detatchTrailer(vh1 As Vehicle) Native.Function.Call(Hash.DETACH_VEHICLE_FROM_TRAILER, vh1) End Sub -- @module native -- @submodule vehicle -- @see DETACH_VEHICLE_FROM_TRAILER -- @usage void DETACH_VEHICLE_FROM_TRAILER(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function DetachVehicleFromTrailer(vehicle) end -- Public Function isVehicleAttachedToTrailer(vh As Vehicle) As Boolean Return Native.Function.Call(Of Boolean)(Hash.IS_VEHICLE_ATTACHED_TO_TRAILER, vh) End Function -- @module native -- @submodule vehicle -- @see IS_VEHICLE_ATTACHED_TO_TRAILER -- @usage BOOL IS_VEHICLE_ATTACHED_TO_TRAILER(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsVehicleAttachedToTrailer(vehicle) end -- tyreIndex = 0 to 4 on normal vehicles '0 = wheel_lf / bike, plane or jet front '1 = wheel_rf '2 = wheel_lm / in 6 wheels trailer, plane or jet is first one on left '3 = wheel_rm / in 6 wheels trailer, plane or jet is first one on right '4 = wheel_lr / bike rear / in 6 wheels trailer, plane or jet is last one on left '5 = wheel_rr / in 6 wheels trailer, plane or jet is last one on right '45 = 6 wheels trailer mid wheel left '47 = 6 wheels trailer mid wheel right -- @module native -- @submodule vehicle -- @see SET_VEHICLE_TYRE_FIXED -- @usage void SET_VEHICLE_TYRE_FIXED(Vehicle vehicle, int tyreIndex); -- @param vehicle Vehicle -- @param tyreIndex int -- @return void function SetVehicleTyreFixed(vehicle, tyreIndex) end -- Sets a vehicle's license plate text. 8 chars maximum. Example: Ped playerPed = PLAYER::PLAYER_PED_ID(); Vehicle veh = PED::GET_VEHICLE_PED_IS_USING(playerPed); char *plateText = "KING"; VEHICLE::SET_VEHICLE_NUMBER_PLATE_TEXT(veh, plateText); -- @module native -- @submodule vehicle -- @see SET_VEHICLE_NUMBER_PLATE_TEXT -- @usage void SET_VEHICLE_NUMBER_PLATE_TEXT(Vehicle vehicle, char* plateText); -- @param vehicle Vehicle -- @param plateText char* -- @return void function SetVehicleNumberPlateText(vehicle, plateText) end -- Returns the license plate text from a vehicle. 8 chars maximum. -- @module native -- @submodule vehicle -- @see GET_VEHICLE_NUMBER_PLATE_TEXT -- @usage char* GET_VEHICLE_NUMBER_PLATE_TEXT(Vehicle vehicle); -- @param vehicle Vehicle -- @return char* function GetVehicleNumberPlateText(vehicle) end -- Returns the number of *types* of licence plates, enumerated below in SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX. -- @module native -- @submodule vehicle -- @see GET_NUMBER_OF_VEHICLE_NUMBER_PLATES -- @usage int GET_NUMBER_OF_VEHICLE_NUMBER_PLATES(); -- @return int function GetNumberOfVehicleNumberPlates() end -- Plates: Blue/White Yellow/black Yellow/Blue Blue/White2 Blue/White3 Yankton -- @module native -- @submodule vehicle -- @see SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX -- @usage void SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX(Vehicle vehicle, int plateIndex); -- @param vehicle Vehicle -- @param plateIndex int -- @return void function SetVehicleNumberPlateTextIndex(vehicle, plateIndex) end -- Returns the PlateType of a vehicle Blue_on_White_1 = 3, Blue_on_White_2 = 0, Blue_on_White_3 = 4, Yellow_on_Blue = 2, Yellow_on_Black = 1, North_Yankton = 5, -- @module native -- @submodule vehicle -- @see GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX -- @usage int GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetVehicleNumberPlateTextIndex(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_RANDOM_TRAINS -- @usage void SET_RANDOM_TRAINS(BOOL toggle); -- @param toggle BOOL -- @return void function SetRandomTrains(toggle) end -- Train models HAVE TO be loaded (requested) before you use this. For variation 15 - request: freight freightcar freightgrain freightcont1 freightcont2 freighttrailer -- @module native -- @submodule vehicle -- @see CREATE_MISSION_TRAIN -- @usage Vehicle CREATE_MISSION_TRAIN(int variation, float x, float y, float z, BOOL direction); -- @param variation int -- @param x float -- @param y float -- @param z float -- @param direction BOOL -- @return Vehicle function CreateMissionTrain(variation, x, y, z, direction) end -- @todo -- @module native -- @submodule vehicle -- @see SWITCH_TRAIN_TRACK -- @usage Any SWITCH_TRAIN_TRACK(int intersectionId, BOOL state); -- @param intersectionId int -- @param state BOOL -- @return Any function SwitchTrainTrack(intersectionId, state) end -- @todo -- @module native -- @submodule vehicle -- @see DELETE_ALL_TRAINS -- @usage void DELETE_ALL_TRAINS(); -- @return void function DeleteAllTrains() end -- @todo -- @module native -- @submodule vehicle -- @see SET_TRAIN_SPEED -- @usage Any SET_TRAIN_SPEED(Vehicle train, float speed); -- @param train Vehicle -- @param speed float -- @return Any function SetTrainSpeed(train, speed) end -- @todo -- @module native -- @submodule vehicle -- @see SET_TRAIN_CRUISE_SPEED -- @usage Any SET_TRAIN_CRUISE_SPEED(Vehicle train, float speed); -- @param train Vehicle -- @param speed float -- @return Any function SetTrainCruiseSpeed(train, speed) end -- @todo -- @module native -- @submodule vehicle -- @see SET_RANDOM_BOATS -- @usage Any SET_RANDOM_BOATS(BOOL toggle); -- @param toggle BOOL -- @return Any function SetRandomBoats(toggle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_GARBAGE_TRUCKS -- @usage Any SET_GARBAGE_TRUCKS(BOOL toggle); -- @param toggle BOOL -- @return Any function SetGarbageTrucks(toggle) end -- Maximum amount of vehicles with vehicle stuck check appears to be 16. -- @module native -- @submodule vehicle -- @see DOES_VEHICLE_HAVE_STUCK_VEHICLE_CHECK -- @usage BOOL DOES_VEHICLE_HAVE_STUCK_VEHICLE_CHECK(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function DoesVehicleHaveStuckVehicleCheck(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_RECORDING_ID -- @usage Any GET_VEHICLE_RECORDING_ID(int p0, char* p1); -- @param p0 int -- @param p1 char* -- @return Any function GetVehicleRecordingId(p0, p1) end -- @todo -- @module native -- @submodule vehicle -- @see REQUEST_VEHICLE_RECORDING -- @usage void REQUEST_VEHICLE_RECORDING(Any p0, Any* p1); -- @param p0 Any -- @param p1 Any* -- @return void function RequestVehicleRecording(p0, p1) end -- @todo -- @module native -- @submodule vehicle -- @see HAS_VEHICLE_RECORDING_BEEN_LOADED -- @usage BOOL HAS_VEHICLE_RECORDING_BEEN_LOADED(Any p0, Any* p1); -- @param p0 Any -- @param p1 Any* -- @return BOOL function HasVehicleRecordingBeenLoaded(p0, p1) end -- @todo -- @module native -- @submodule vehicle -- @see REMOVE_VEHICLE_RECORDING -- @usage void REMOVE_VEHICLE_RECORDING(Any p0, Any* p1); -- @param p0 Any -- @param p1 Any* -- @return void function RemoveVehicleRecording(p0, p1) end -- p1 is some kind of tolerance -- @module native -- @submodule vehicle -- @see GET_POSITION_OF_VEHICLE_RECORDING_AT_TIME -- @usage Vector3 GET_POSITION_OF_VEHICLE_RECORDING_AT_TIME(int p0, float p1, char* p2); -- @param p0 int -- @param p1 float -- @param p2 char* -- @return Vector3 function GetPositionOfVehicleRecordingAtTime(p0, p1, p2) end -- @todo -- @module native -- @submodule vehicle -- @see GET_ROTATION_OF_VEHICLE_RECORDING_AT_TIME -- @usage int GET_ROTATION_OF_VEHICLE_RECORDING_AT_TIME(Any p0, float p1, Any* p2); -- @param p0 Any -- @param p1 float -- @param p2 Any* -- @return int function GetRotationOfVehicleRecordingAtTime(p0, p1, p2) end -- @todo -- @module native -- @submodule vehicle -- @see GET_TOTAL_DURATION_OF_VEHICLE_RECORDING_ID -- @usage float GET_TOTAL_DURATION_OF_VEHICLE_RECORDING_ID(Any p0); -- @param p0 Any -- @return float function GetTotalDurationOfVehicleRecordingId(p0) end -- @todo -- @module native -- @submodule vehicle -- @see GET_TOTAL_DURATION_OF_VEHICLE_RECORDING -- @usage Any GET_TOTAL_DURATION_OF_VEHICLE_RECORDING(Any p0, Any p1); -- @param p0 Any -- @param p1 Any -- @return Any function GetTotalDurationOfVehicleRecording(p0, p1) end -- @todo -- @module native -- @submodule vehicle -- @see GET_POSITION_IN_RECORDING -- @usage float GET_POSITION_IN_RECORDING(Any p0); -- @param p0 Any -- @return float function GetPositionInRecording(p0) end -- @todo -- @module native -- @submodule vehicle -- @see GET_TIME_POSITION_IN_RECORDING -- @usage float GET_TIME_POSITION_IN_RECORDING(Any p0); -- @param p0 Any -- @return float function GetTimePositionInRecording(p0) end -- @todo -- @module native -- @submodule vehicle -- @see START_PLAYBACK_RECORDED_VEHICLE -- @usage void START_PLAYBACK_RECORDED_VEHICLE(Vehicle vehicle, int p1, char* playback, BOOL p3); -- @param vehicle Vehicle -- @param p1 int -- @param playback char* -- @param p3 BOOL -- @return void function StartPlaybackRecordedVehicle(vehicle, p1, playback, p3) end -- @todo -- @module native -- @submodule vehicle -- @see START_PLAYBACK_RECORDED_VEHICLE_WITH_FLAGS -- @usage void START_PLAYBACK_RECORDED_VEHICLE_WITH_FLAGS(Vehicle vehicle, Any p1, char* playback, Any p3, Any p4, Any p5); -- @param vehicle Vehicle -- @param p1 Any -- @param playback char* -- @param p3 Any -- @param p4 Any -- @param p5 Any -- @return void function StartPlaybackRecordedVehicleWithFlags(vehicle, p1, playback, p3, p4, p5) end -- @todo -- @module native -- @submodule vehicle -- @see STOP_PLAYBACK_RECORDED_VEHICLE -- @usage void STOP_PLAYBACK_RECORDED_VEHICLE(Any p0); -- @param p0 Any -- @return void function StopPlaybackRecordedVehicle(p0) end -- @todo -- @module native -- @submodule vehicle -- @see PAUSE_PLAYBACK_RECORDED_VEHICLE -- @usage void PAUSE_PLAYBACK_RECORDED_VEHICLE(Any p0); -- @param p0 Any -- @return void function PausePlaybackRecordedVehicle(p0) end -- @todo -- @module native -- @submodule vehicle -- @see UNPAUSE_PLAYBACK_RECORDED_VEHICLE -- @usage void UNPAUSE_PLAYBACK_RECORDED_VEHICLE(Any p0); -- @param p0 Any -- @return void function UnpausePlaybackRecordedVehicle(p0) end -- @todo -- @module native -- @submodule vehicle -- @see IS_PLAYBACK_GOING_ON_FOR_VEHICLE -- @usage BOOL IS_PLAYBACK_GOING_ON_FOR_VEHICLE(Any p0); -- @param p0 Any -- @return BOOL function IsPlaybackGoingOnForVehicle(p0) end -- @todo -- @module native -- @submodule vehicle -- @see IS_PLAYBACK_USING_AI_GOING_ON_FOR_VEHICLE -- @usage BOOL IS_PLAYBACK_USING_AI_GOING_ON_FOR_VEHICLE(Any p0); -- @param p0 Any -- @return BOOL function IsPlaybackUsingAiGoingOnForVehicle(p0) end -- @todo -- @module native -- @submodule vehicle -- @see GET_CURRENT_PLAYBACK_FOR_VEHICLE -- @usage Any GET_CURRENT_PLAYBACK_FOR_VEHICLE(Any p0); -- @param p0 Any -- @return Any function GetCurrentPlaybackForVehicle(p0) end -- @todo -- @module native -- @submodule vehicle -- @see SKIP_TO_END_AND_STOP_PLAYBACK_RECORDED_VEHICLE -- @usage void SKIP_TO_END_AND_STOP_PLAYBACK_RECORDED_VEHICLE(Any p0); -- @param p0 Any -- @return void function SkipToEndAndStopPlaybackRecordedVehicle(p0) end -- @todo -- @module native -- @submodule vehicle -- @see SET_PLAYBACK_SPEED -- @usage void SET_PLAYBACK_SPEED(Vehicle vehicle, float speed); -- @param vehicle Vehicle -- @param speed float -- @return void function SetPlaybackSpeed(vehicle, speed) end -- @todo -- @module native -- @submodule vehicle -- @see START_PLAYBACK_RECORDED_VEHICLE_USING_AI -- @usage void START_PLAYBACK_RECORDED_VEHICLE_USING_AI(Any p0, Any p1, Any* p2, float p3, Any p4); -- @param p0 Any -- @param p1 Any -- @param p2 Any* -- @param p3 float -- @param p4 Any -- @return void function StartPlaybackRecordedVehicleUsingAi(p0, p1, p2, p3, p4) end -- @todo -- @module native -- @submodule vehicle -- @see SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE -- @usage void SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE(Any p0, float p1); -- @param p0 Any -- @param p1 float -- @return void function SkipTimeInPlaybackRecordedVehicle(p0, p1) end -- @todo -- @module native -- @submodule vehicle -- @see SET_PLAYBACK_TO_USE_AI -- @usage void SET_PLAYBACK_TO_USE_AI(Vehicle vehicle, int flag); -- @param vehicle Vehicle -- @param flag int -- @return void function SetPlaybackToUseAi(vehicle, flag) end -- @todo -- @module native -- @submodule vehicle -- @see SET_PLAYBACK_TO_USE_AI_TRY_TO_REVERT_BACK_LATER -- @usage void SET_PLAYBACK_TO_USE_AI_TRY_TO_REVERT_BACK_LATER(Any p0, Any p1, Any p2, BOOL p3); -- @param p0 Any -- @param p1 Any -- @param p2 Any -- @param p3 BOOL -- @return void function SetPlaybackToUseAiTryToRevertBackLater(p0, p1, p2, p3) end -- @todo -- @module native -- @submodule vehicle -- @see EXPLODE_VEHICLE_IN_CUTSCENE -- @usage void EXPLODE_VEHICLE_IN_CUTSCENE(Vehicle vehicle, BOOL p1); -- @param vehicle Vehicle -- @param p1 BOOL -- @return void function ExplodeVehicleInCutscene(vehicle, p1) end -- @todo -- @module native -- @submodule vehicle -- @see ADD_VEHICLE_STUCK_CHECK_WITH_WARP -- @usage void ADD_VEHICLE_STUCK_CHECK_WITH_WARP(Any p0, float p1, Any p2, BOOL p3, BOOL p4, BOOL p5, Any p6); -- @param p0 Any -- @param p1 float -- @param p2 Any -- @param p3 BOOL -- @param p4 BOOL -- @param p5 BOOL -- @param p6 Any -- @return void function AddVehicleStuckCheckWithWarp(p0, p1, p2, p3, p4, p5, p6) end -- seems to make the vehicle stop spawning naturally in traffic. Here's an essential example: VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY("taco"), true); god I hate taco vans Confirmed to work? Needs to be looped? Can not get it to work. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_MODEL_IS_SUPPRESSED -- @usage void SET_VEHICLE_MODEL_IS_SUPPRESSED(Hash model, BOOL suppressed); -- @param model Hash -- @param suppressed BOOL -- @return void function SetVehicleModelIsSuppressed(model, suppressed) end -- Gets a random vehicle in a sphere at the specified position, of the specified radius. x: The X-component of the position of the sphere. y: The Y-component of the position of the sphere. z: The Z-component of the position of the sphere. radius: The radius of the sphere. Max is 9999.9004. modelHash: The vehicle model to limit the selection to. Pass 0 for any model. flags: The bitwise flags that modifies the behaviour of this function. -- @module native -- @submodule vehicle -- @see GET_RANDOM_VEHICLE_IN_SPHERE -- @usage Vehicle GET_RANDOM_VEHICLE_IN_SPHERE(float x, float y, float z, float radius, Hash modelHash, int flags); -- @param x float -- @param y float -- @param z float -- @param radius float -- @param modelHash Hash -- @param flags int -- @return Vehicle function GetRandomVehicleInSphere(x, y, z, radius, modelHash, flags) end -- @todo -- @module native -- @submodule vehicle -- @see GET_RANDOM_VEHICLE_FRONT_BUMPER_IN_SPHERE -- @usage Vehicle GET_RANDOM_VEHICLE_FRONT_BUMPER_IN_SPHERE(float p0, float p1, float p2, float p3, int p4, int p5, int p6); -- @param p0 float -- @param p1 float -- @param p2 float -- @param p3 float -- @param p4 int -- @param p5 int -- @param p6 int -- @return Vehicle function GetRandomVehicleFrontBumperInSphere(p0, p1, p2, p3, p4, p5, p6) end -- @todo -- @module native -- @submodule vehicle -- @see GET_RANDOM_VEHICLE_BACK_BUMPER_IN_SPHERE -- @usage Vehicle GET_RANDOM_VEHICLE_BACK_BUMPER_IN_SPHERE(float p0, float p1, float p2, float p3, int p4, int p5, int p6); -- @param p0 float -- @param p1 float -- @param p2 float -- @param p3 float -- @param p4 int -- @param p5 int -- @param p6 int -- @return Vehicle function GetRandomVehicleBackBumperInSphere(p0, p1, p2, p3, p4, p5, p6) end -- Example usage VEHICLE::GET_CLOSEST_VEHICLE(x, y, z, radius, hash, unknown leave at 70) x, y, z: Position to get closest vehicle to. radius: Max radius to get a vehicle. modelHash: Limit to vehicles with this model. 0 for any. flags: The bitwise flags altering the function's behaviour. Does not return police cars or helicopters. It seems to return police cars for me, does not seem to return helicopters, planes or boats for some reason Only returns non police cars and motorbikes with the flag set to 70 and modelHash to 0. ModelHash seems to always be 0 when not a modelHash in the scripts, as stated above. These flags were found in the b617d scripts: 0,2,4,6,7,23,127,260,2146,2175,12294,16384,16386,20503,32768,67590,67711,98309,100359. Converted to binary, each bit probably represents a flag as explained regarding another native here: gtaforums.com/topic/822314-guide-driving-styles Conversion of found flags to binary: pastebin.com/kghNFkRi At exactly 16384 which is 0100000000000000 in binary and 4000 in hexadecimal only planes are returned. It's probably more convenient to use worldGetAllVehicles(int *arr, int arrSize) and check the shortest distance yourself and sort if you want by checking the vehicle type with for example VEHICLE::IS_THIS_MODEL_A_BOAT ------------------------------------------------------------------------- Conclusion: This native is not worth trying to use. Use something like this instead: pastebin.com/xiFdXa7h -- @module native -- @submodule vehicle -- @see GET_CLOSEST_VEHICLE -- @usage Vehicle GET_CLOSEST_VEHICLE(float x, float y, float z, float radius, Hash modelHash, int flags); -- @param x float -- @param y float -- @param z float -- @param radius float -- @param modelHash Hash -- @param flags int -- @return Vehicle function GetClosestVehicle(x, y, z, radius, modelHash, flags) end -- Corrected p1. it's basically the 'carriage/trailer number'. So if the train has 3 trailers you'd call the native once with a var or 3 times with 1, 2, 3. -- @module native -- @submodule vehicle -- @see GET_TRAIN_CARRIAGE -- @usage Entity GET_TRAIN_CARRIAGE(Vehicle train, int trailerNumber); -- @param train Vehicle -- @param trailerNumber int -- @return Entity function GetTrainCarriage(train, trailerNumber) end -- @todo -- @module native -- @submodule vehicle -- @see DELETE_MISSION_TRAIN -- @usage void DELETE_MISSION_TRAIN(Vehicle* train); -- @param train Vehicle* -- @return void function DeleteMissionTrain(train) end -- p1 is always 0 -- @module native -- @submodule vehicle -- @see SET_MISSION_TRAIN_AS_NO_LONGER_NEEDED -- @usage void SET_MISSION_TRAIN_AS_NO_LONGER_NEEDED(Vehicle* train, BOOL p1); -- @param train Vehicle* -- @param p1 BOOL -- @return void function SetMissionTrainAsNoLongerNeeded(train, p1) end -- @todo -- @module native -- @submodule vehicle -- @see SET_MISSION_TRAIN_COORDS -- @usage void SET_MISSION_TRAIN_COORDS(Vehicle train, float x, float y, float z); -- @param train Vehicle -- @param x float -- @param y float -- @param z float -- @return void function SetMissionTrainCoords(train, x, y, z) end -- @todo -- @module native -- @submodule vehicle -- @see IS_THIS_MODEL_A_BOAT -- @usage BOOL IS_THIS_MODEL_A_BOAT(Hash model); -- @param model Hash -- @return BOOL function IsThisModelABoat(model) end -- @todo -- @module native -- @submodule vehicle -- @see IS_THIS_MODEL_A_PLANE -- @usage BOOL IS_THIS_MODEL_A_PLANE(Hash model); -- @param model Hash -- @return BOOL function IsThisModelAPlane(model) end -- @todo -- @module native -- @submodule vehicle -- @see IS_THIS_MODEL_A_HELI -- @usage BOOL IS_THIS_MODEL_A_HELI(Hash model); -- @param model Hash -- @return BOOL function IsThisModelAHeli(model) end -- To check if the model is an amphibious car, see gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page-33#entry1069317363 (for build 944 and above only!) -- @module native -- @submodule vehicle -- @see IS_THIS_MODEL_A_CAR -- @usage BOOL IS_THIS_MODEL_A_CAR(Hash model); -- @param model Hash -- @return BOOL function IsThisModelACar(model) end -- @todo -- @module native -- @submodule vehicle -- @see IS_THIS_MODEL_A_TRAIN -- @usage BOOL IS_THIS_MODEL_A_TRAIN(Hash model); -- @param model Hash -- @return BOOL function IsThisModelATrain(model) end -- @todo -- @module native -- @submodule vehicle -- @see IS_THIS_MODEL_A_BIKE -- @usage BOOL IS_THIS_MODEL_A_BIKE(Hash model); -- @param model Hash -- @return BOOL function IsThisModelABike(model) end -- @todo -- @module native -- @submodule vehicle -- @see IS_THIS_MODEL_A_BICYCLE -- @usage BOOL IS_THIS_MODEL_A_BICYCLE(Hash model); -- @param model Hash -- @return BOOL function IsThisModelABicycle(model) end -- @todo -- @module native -- @submodule vehicle -- @see IS_THIS_MODEL_A_QUADBIKE -- @usage BOOL IS_THIS_MODEL_A_QUADBIKE(Hash model); -- @param model Hash -- @return BOOL function IsThisModelAQuadbike(model) end -- Equivalent of SET_HELI_BLADES_SPEED(vehicleHandle, 1.0f); -- @module native -- @submodule vehicle -- @see SET_HELI_BLADES_FULL_SPEED -- @usage void SET_HELI_BLADES_FULL_SPEED(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function SetHeliBladesFullSpeed(vehicle) end -- Sets the speed of the helicopter blades in percentage of the full speed. vehicleHandle: The helicopter. speed: The speed in percentage, 0.0f being 0% and 1.0f being 100%. -- @module native -- @submodule vehicle -- @see SET_HELI_BLADES_SPEED -- @usage void SET_HELI_BLADES_SPEED(Vehicle vehicle, float speed); -- @param vehicle Vehicle -- @param speed float -- @return void function SetHeliBladesSpeed(vehicle, speed) end -- This has not yet been tested - it's just an assumption of what the types could be. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_CAN_BE_TARGETTED -- @usage void SET_VEHICLE_CAN_BE_TARGETTED(Vehicle vehicle, BOOL state); -- @param vehicle Vehicle -- @param state BOOL -- @return void function SetVehicleCanBeTargetted(vehicle, state) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED -- @usage void SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(Vehicle vehicle, BOOL state); -- @param vehicle Vehicle -- @param state BOOL -- @return void function SetVehicleCanBeVisiblyDamaged(vehicle, state) end -- Dirt level 0..15 -- @module native -- @submodule vehicle -- @see GET_VEHICLE_DIRT_LEVEL -- @usage float GET_VEHICLE_DIRT_LEVEL(Vehicle vehicle); -- @param vehicle Vehicle -- @return float function GetVehicleDirtLevel(vehicle) end -- You can't use values greater than 15.0 You can see why here: pastebin.com/Wbn34fGD Also, R* does (float)(rand() % 15) to get a random dirt level when generating a vehicle. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DIRT_LEVEL -- @usage void SET_VEHICLE_DIRT_LEVEL(Vehicle vehicle, float dirtLevel); -- @param vehicle Vehicle -- @param dirtLevel float -- @return void function SetVehicleDirtLevel(vehicle, dirtLevel) end -- doorIndex: 0 = Front Left Door 1 = Front Right Door 2 = Back Left Door 3 = Back Right Door 4 = Hood 5 = Trunk 6 = Trunk2 -- @module native -- @submodule vehicle -- @see IS_VEHICLE_DOOR_FULLY_OPEN -- @usage BOOL IS_VEHICLE_DOOR_FULLY_OPEN(Vehicle vehicle, int doorIndex); -- @param vehicle Vehicle -- @param doorIndex int -- @return BOOL function IsVehicleDoorFullyOpen(vehicle, doorIndex) end -- Starts or stops the engine on the specified vehicle. vehicle: The vehicle to start or stop the engine on. value: true to turn the vehicle on; false to turn it off. instantly: if true, the vehicle will be set to the state immediately; otherwise, the current driver will physically turn on or off the engine. -------------------------------------- And what's with BOOL otherwise, what does it do??? -------------------------------------- I have no clue what 'otherwise' is either. Xbox360 of course ends at TU27 so that's our latest scripts and every script still only has the first 3 parameters. Side Note: It would of been nice though if it was to handle jet engines instead of having that separate native for it. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_ENGINE_ON -- @usage void SET_VEHICLE_ENGINE_ON(Vehicle vehicle, BOOL value, BOOL instantly, BOOL otherwise); -- @param vehicle Vehicle -- @param value BOOL -- @param instantly BOOL -- @param otherwise BOOL -- @return void function SetVehicleEngineOn(vehicle, value, instantly, otherwise) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_UNDRIVEABLE -- @usage void SET_VEHICLE_UNDRIVEABLE(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleUndriveable(vehicle, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_PROVIDES_COVER -- @usage void SET_VEHICLE_PROVIDES_COVER(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleProvidesCover(vehicle, toggle) end -- doorIndex: 0 = Front Left Door (driver door) 1 = Front Right Door 2 = Back Left Door 3 = Back Right Door 4 = Hood 5 = Trunk 6 = Trunk2 p2: mostly use 0 and 1, very rare using 3 and 5 p3: It seems it is an angle Example in VB: Public Shared Sub Set_Vehicle_Door_Angle(Vehicle As Vehicle, Door As VehicleDoor, Angle As Single) Native.Function.Call(Hash.SET_VEHICLE_DOOR_CONTROL, Vehicle.Handle, Door, 1, Angle) End Sub I'm Not MentaL sfink: p2 is speed, 5 is fast, 1 is slow 3 is medium -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DOOR_CONTROL -- @usage void SET_VEHICLE_DOOR_CONTROL(Vehicle vehicle, int doorIndex, int speed, float angle); -- @param vehicle Vehicle -- @param doorIndex int -- @param speed int -- @param angle float -- @return void function SetVehicleDoorControl(vehicle, doorIndex, speed, angle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DOOR_LATCHED -- @usage void SET_VEHICLE_DOOR_LATCHED(Vehicle vehicle, int doorIndex, BOOL p2, BOOL p3, BOOL p4); -- @param vehicle Vehicle -- @param doorIndex int -- @param p2 BOOL -- @param p3 BOOL -- @param p4 BOOL -- @return void function SetVehicleDoorLatched(vehicle, doorIndex, p2, p3, p4) end -- example in vb: Public Shared Function Get_Vehicle_Door_Angle(Vehicle As Vehicle, Door As VehicleDoor) As Single Return Native.Function.Call(Of Single)(Hash.GET_VEHICLE_DOOR_ANGLE_RATIO, Vehicle.Handle, Door) End Function I'm Not MentaL -- @module native -- @submodule vehicle -- @see GET_VEHICLE_DOOR_ANGLE_RATIO -- @usage float GET_VEHICLE_DOOR_ANGLE_RATIO(Vehicle vehicle, int door); -- @param vehicle Vehicle -- @param door int -- @return float function GetVehicleDoorAngleRatio(vehicle, door) end -- doorIndex: 0 = Front Left Door 1 = Front Right Door 2 = Back Left Door 3 = Back Right Door 4 = Hood 5 = Trunk 6 = Trunk2 -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DOOR_SHUT -- @usage void SET_VEHICLE_DOOR_SHUT(Vehicle vehicle, int doorIndex, BOOL closeInstantly); -- @param vehicle Vehicle -- @param doorIndex int -- @param closeInstantly BOOL -- @return void function SetVehicleDoorShut(vehicle, doorIndex, closeInstantly) end -- doorIndex: 0 = Front Right Door 1 = Front Left Door 2 = Back Right Door 3 = Back Left Door 4 = Hood 5 = Trunk Changed last paramater from CreateDoorObject To NoDoorOnTheFloor because when on false, the door object is created,and not created when on true...the former parameter name was counter intuitive...(by Calderon) -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DOOR_BROKEN -- @usage void SET_VEHICLE_DOOR_BROKEN(Vehicle vehicle, int doorIndex, BOOL deleteDoor); -- @param vehicle Vehicle -- @param doorIndex int -- @param deleteDoor BOOL -- @return void function SetVehicleDoorBroken(vehicle, doorIndex, deleteDoor) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_CAN_BREAK -- @usage void SET_VEHICLE_CAN_BREAK(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleCanBreak(vehicle, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see DOES_VEHICLE_HAVE_ROOF -- @usage BOOL DOES_VEHICLE_HAVE_ROOF(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function DoesVehicleHaveRoof(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see IS_BIG_VEHICLE -- @usage BOOL IS_BIG_VEHICLE(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsBigVehicle(vehicle) end -- Actually number of color combinations -- @module native -- @submodule vehicle -- @see GET_NUMBER_OF_VEHICLE_COLOURS -- @usage int GET_NUMBER_OF_VEHICLE_COLOURS(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetNumberOfVehicleColours(vehicle) end -- dont be a dick -- @module native -- @submodule vehicle -- @see SET_VEHICLE_COLOUR_COMBINATION -- @usage void SET_VEHICLE_COLOUR_COMBINATION(Vehicle vehicle, int colorCombination); -- @param vehicle Vehicle -- @param colorCombination int -- @return void function SetVehicleColourCombination(vehicle, colorCombination) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_COLOUR_COMBINATION -- @usage int GET_VEHICLE_COLOUR_COMBINATION(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetVehicleColourCombination(vehicle) end -- Setting this to false, makes the specified vehicle to where if you press Y your character doesn't even attempt the animation to enter the vehicle. Hence it's not considered aka ignored. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_IS_CONSIDERED_BY_PLAYER -- @usage void SET_VEHICLE_IS_CONSIDERED_BY_PLAYER(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleIsConsideredByPlayer(vehicle, toggle) end -- Not present in the retail version! It's just a nullsub. p0 always true (except in one case) p1 returns a random vehicle hash loaded in memory p2 unsure, maybe returns a different model -- @module native -- @submodule vehicle -- @see GET_RANDOM_VEHICLE_MODEL_IN_MEMORY -- @usage void GET_RANDOM_VEHICLE_MODEL_IN_MEMORY(BOOL p0, Hash* modelHash, int* p2); -- @param p0 BOOL -- @param modelHash Hash* -- @param p2 int* -- @return void function GetRandomVehicleModelInMemory(p0, modelHash, p2) end -- 2 seems to disable getting vehicle in modshop -- @module native -- @submodule vehicle -- @see GET_VEHICLE_DOOR_LOCK_STATUS -- @usage int GET_VEHICLE_DOOR_LOCK_STATUS(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetVehicleDoorLockStatus(vehicle) end -- doorID starts at 0, not seeming to skip any numbers. Four door vehicles intuitively range from 0 to 3. -- @module native -- @submodule vehicle -- @see IS_VEHICLE_DOOR_DAMAGED -- @usage BOOL IS_VEHICLE_DOOR_DAMAGED(Vehicle veh, int doorID); -- @param veh Vehicle -- @param doorID int -- @return BOOL function IsVehicleDoorDamaged(veh, doorID) end -- @todo -- @module native -- @submodule vehicle -- @see IS_VEHICLE_BUMPER_BROKEN_OFF -- @usage BOOL IS_VEHICLE_BUMPER_BROKEN_OFF(Vehicle vehicle, BOOL front); -- @param vehicle Vehicle -- @param front BOOL -- @return BOOL function IsVehicleBumperBrokenOff(vehicle, front) end -- Usage: public bool isCopInRange(Vector3 Location, float Range) { return Function.Call<bool>(Hash.IS_COP_PED_IN_AREA_3D, Location.X - Range, Location.Y - Range, Location.Z - Range, Location.X + Range, Location.Y + Range, Location.Z + Range); } -- @module native -- @submodule vehicle -- @see IS_COP_VEHICLE_IN_AREA_3D -- @usage BOOL IS_COP_VEHICLE_IN_AREA_3D(float x1, float x2, float y1, float y2, float z1, float z2); -- @param x1 float -- @param x2 float -- @param y1 float -- @param y2 float -- @param z1 float -- @param z2 float -- @return BOOL function IsCopVehicleInArea_3d(x1, x2, y1, y2, z1, z2) end -- Public Function isVehicleOnAllWheels(vh As Vehicle) As Boolean Return Native.Function.Call(Of Boolean)(Hash.IS_VEHICLE_ON_ALL_WHEELS, vh) End Function -- @module native -- @submodule vehicle -- @see IS_VEHICLE_ON_ALL_WHEELS -- @usage BOOL IS_VEHICLE_ON_ALL_WHEELS(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsVehicleOnAllWheels(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_LAYOUT_HASH -- @usage Hash GET_VEHICLE_LAYOUT_HASH(Vehicle vehicle); -- @param vehicle Vehicle -- @return Hash function GetVehicleLayoutHash(vehicle) end -- makes the train all jumbled up and derailed as it moves on the tracks (though that wont stop it from its normal operations) -- @module native -- @submodule vehicle -- @see SET_RENDER_TRAIN_AS_DERAILED -- @usage void SET_RENDER_TRAIN_AS_DERAILED(Vehicle train, BOOL toggle); -- @param train Vehicle -- @param toggle BOOL -- @return void function SetRenderTrainAsDerailed(train, toggle) end -- They use the same color indexs as SET_VEHICLE_COLOURS. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_EXTRA_COLOURS -- @usage void SET_VEHICLE_EXTRA_COLOURS(Vehicle vehicle, int pearlescentColor, int wheelColor); -- @param vehicle Vehicle -- @param pearlescentColor int -- @param wheelColor int -- @return void function SetVehicleExtraColours(vehicle, pearlescentColor, wheelColor) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_EXTRA_COLOURS -- @usage void GET_VEHICLE_EXTRA_COLOURS(Vehicle vehicle, int* pearlescentColor, int* wheelColor); -- @param vehicle Vehicle -- @param pearlescentColor int* -- @param wheelColor int* -- @return void function GetVehicleExtraColours(vehicle, pearlescentColor, wheelColor) end -- @todo -- @module native -- @submodule vehicle -- @see STOP_ALL_GARAGE_ACTIVITY -- @usage void STOP_ALL_GARAGE_ACTIVITY(); -- @return void function StopAllGarageActivity() end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_FIXED -- @usage void SET_VEHICLE_FIXED(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function SetVehicleFixed(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DEFORMATION_FIXED -- @usage void SET_VEHICLE_DEFORMATION_FIXED(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function SetVehicleDeformationFixed(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_DISABLE_VEHICLE_PETROL_TANK_FIRES -- @usage void SET_DISABLE_VEHICLE_PETROL_TANK_FIRES(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetDisableVehiclePetrolTankFires(vehicle, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_DISABLE_VEHICLE_PETROL_TANK_DAMAGE -- @usage void SET_DISABLE_VEHICLE_PETROL_TANK_DAMAGE(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetDisableVehiclePetrolTankDamage(vehicle, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see REMOVE_VEHICLES_FROM_GENERATORS_IN_AREA -- @usage void REMOVE_VEHICLES_FROM_GENERATORS_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2, Any unk); -- @param x1 float -- @param y1 float -- @param z1 float -- @param x2 float -- @param y2 float -- @param z2 float -- @param unk Any -- @return void function RemoveVehiclesFromGeneratorsInArea(x1, y1, z1, x2, y2, z2, unk) end -- Locks the vehicle's steering to the desired angle, explained below. Requires to be called onTick. Steering is unlocked the moment the function stops being called on the vehicle. Steer bias: -1.0 = full right 0.0 = centered steering 1.0 = full left -- @module native -- @submodule vehicle -- @see SET_VEHICLE_STEER_BIAS -- @usage void SET_VEHICLE_STEER_BIAS(Vehicle vehicle, float value); -- @param vehicle Vehicle -- @param value float -- @return void function SetVehicleSteerBias(vehicle, value) end -- @todo -- @module native -- @submodule vehicle -- @see IS_VEHICLE_EXTRA_TURNED_ON -- @usage BOOL IS_VEHICLE_EXTRA_TURNED_ON(Vehicle vehicle, int extraId); -- @param vehicle Vehicle -- @param extraId int -- @return BOOL function IsVehicleExtraTurnedOn(vehicle, extraId) end -- Note: only some vehicle have extras extra ids are from 1 - 9 depending on the vehicle ------------------------------------------------- ^ not sure if outdated or simply wrong. Max extra ID for b944 is 14 ------------------------------------------------- p2 is not a on/off toggle. mostly 0 means on and 1 means off. not sure if it really should be a BOOL. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_EXTRA -- @usage void SET_VEHICLE_EXTRA(Vehicle vehicle, int extraId, BOOL toggle); -- @param vehicle Vehicle -- @param extraId int -- @param toggle BOOL -- @return void function SetVehicleExtra(vehicle, extraId, toggle) end -- Checks via CVehicleModelInfo -- @module native -- @submodule vehicle -- @see DOES_EXTRA_EXIST -- @usage BOOL DOES_EXTRA_EXIST(Vehicle vehicle, int extraId); -- @param vehicle Vehicle -- @param extraId int -- @return BOOL function DoesExtraExist(vehicle, extraId) end -- @todo -- @module native -- @submodule vehicle -- @see SET_CONVERTIBLE_ROOF -- @usage void SET_CONVERTIBLE_ROOF(Vehicle vehicle, BOOL p1); -- @param vehicle Vehicle -- @param p1 BOOL -- @return void function SetConvertibleRoof(vehicle, p1) end -- @todo -- @module native -- @submodule vehicle -- @see LOWER_CONVERTIBLE_ROOF -- @usage void LOWER_CONVERTIBLE_ROOF(Vehicle vehicle, BOOL instantlyLower); -- @param vehicle Vehicle -- @param instantlyLower BOOL -- @return void function LowerConvertibleRoof(vehicle, instantlyLower) end -- @todo -- @module native -- @submodule vehicle -- @see RAISE_CONVERTIBLE_ROOF -- @usage void RAISE_CONVERTIBLE_ROOF(Vehicle vehicle, BOOL instantlyRaise); -- @param vehicle Vehicle -- @param instantlyRaise BOOL -- @return void function RaiseConvertibleRoof(vehicle, instantlyRaise) end -- 0 -> up 1 -> lowering down 2 -> down 3 -> raising up -- @module native -- @submodule vehicle -- @see GET_CONVERTIBLE_ROOF_STATE -- @usage int GET_CONVERTIBLE_ROOF_STATE(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetConvertibleRoofState(vehicle) end -- p1 is false almost always. However, in launcher_carwash/carwash1/carwash2 scripts, p1 is true and is accompanied by DOES_VEHICLE_HAVE_ROOF -- @module native -- @submodule vehicle -- @see IS_VEHICLE_A_CONVERTIBLE -- @usage BOOL IS_VEHICLE_A_CONVERTIBLE(Vehicle vehicle, BOOL p1); -- @param vehicle Vehicle -- @param p1 BOOL -- @return BOOL function IsVehicleAConvertible(vehicle, p1) end -- is this for red lights only? more testing required. -- @module native -- @submodule vehicle -- @see IS_VEHICLE_STOPPED_AT_TRAFFIC_LIGHTS -- @usage BOOL IS_VEHICLE_STOPPED_AT_TRAFFIC_LIGHTS(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsVehicleStoppedAtTrafficLights(vehicle) end -- Apply damage to vehicle at a location. Location is relative to vehicle model (not world). Radius of effect damage applied in a sphere at impact location -- @module native -- @submodule vehicle -- @see SET_VEHICLE_DAMAGE -- @usage void SET_VEHICLE_DAMAGE(Vehicle vehicle, float xOffset, float yOffset, float zOffset, float damage, float radius, BOOL p6); -- @param vehicle Vehicle -- @param xOffset float -- @param yOffset float -- @param zOffset float -- @param damage float -- @param radius float -- @param p6 BOOL -- @return void function SetVehicleDamage(vehicle, xOffset, yOffset, zOffset, damage, radius, p6) end -- Returns 1000.0 if the function is unable to get the address of the specified vehicle or if it's not a vehicle. Minimum: -4000 Maximum: 1000 -4000: Engine is destroyed 0 and below: Engine catches fire and health rapidly declines 300: Engine is smoking and losing functionality 1000: Engine is perfect -- @module native -- @submodule vehicle -- @see GET_VEHICLE_ENGINE_HEALTH -- @usage float GET_VEHICLE_ENGINE_HEALTH(Vehicle vehicle); -- @param vehicle Vehicle -- @return float function GetVehicleEngineHealth(vehicle) end -- 1000 is max health Begins leaking gas at around 650 health -- @module native -- @submodule vehicle -- @see SET_VEHICLE_ENGINE_HEALTH -- @usage void SET_VEHICLE_ENGINE_HEALTH(Vehicle vehicle, float health); -- @param vehicle Vehicle -- @param health float -- @return void function SetVehicleEngineHealth(vehicle, health) end -- 1000 is max health Begins leaking gas at around 650 health -- @module native -- @submodule vehicle -- @see GET_VEHICLE_PETROL_TANK_HEALTH -- @usage float GET_VEHICLE_PETROL_TANK_HEALTH(Vehicle vehicle); -- @param vehicle Vehicle -- @return float function GetVehiclePetrolTankHealth(vehicle) end -- 1000 is max health Begins leaking gas at around 650 health -- @module native -- @submodule vehicle -- @see SET_VEHICLE_PETROL_TANK_HEALTH -- @usage void SET_VEHICLE_PETROL_TANK_HEALTH(Vehicle vehicle, float health); -- @param vehicle Vehicle -- @param health float -- @return void function SetVehiclePetrolTankHealth(vehicle, health) end -- p1 can be anywhere from 0 to 3 in the scripts. p2 is generally somewhere in the 1000 to 10000 range. -- @module native -- @submodule vehicle -- @see IS_VEHICLE_STUCK_TIMER_UP -- @usage BOOL IS_VEHICLE_STUCK_TIMER_UP(Vehicle vehicle, int p1, int p2); -- @param vehicle Vehicle -- @param p1 int -- @param p2 int -- @return BOOL function IsVehicleStuckTimerUp(vehicle, p1, p2) end -- The inner function has a switch on the second parameter. It's the stuck timer index. Here's some pseudo code I wrote for the inner function: void __fastcall NATIVE_RESET_VEHICLE_STUCK_TIMER_INNER(CUnknown* unknownClassInVehicle, int timerIndex) { switch (timerIndex) { case 0: unknownClassInVehicle->FirstStuckTimer = (WORD)0u; case 1: unknownClassInVehicle->SecondStuckTimer = (WORD)0u; case 2: unknownClassInVehicle->ThirdStuckTimer = (WORD)0u; case 3: unknownClassInVehicle->FourthStuckTimer = (WORD)0u; case 4: unknownClassInVehicle->FirstStuckTimer = (WORD)0u; unknownClassInVehicle->SecondStuckTimer = (WORD)0u; unknownClassInVehicle->ThirdStuckTimer = (WORD)0u; unknownClassInVehicle->FourthStuckTimer = (WORD)0u; break; }; } -- @module native -- @submodule vehicle -- @see RESET_VEHICLE_STUCK_TIMER -- @usage void RESET_VEHICLE_STUCK_TIMER(Vehicle vehicle, int nullAttributes); -- @param vehicle Vehicle -- @param nullAttributes int -- @return void function ResetVehicleStuckTimer(vehicle, nullAttributes) end -- p1 is always 0 in the scripts. p1 = check if vehicle is on fire -- @module native -- @submodule vehicle -- @see IS_VEHICLE_DRIVEABLE -- @usage BOOL IS_VEHICLE_DRIVEABLE(Vehicle vehicle, BOOL isOnFireCheck); -- @param vehicle Vehicle -- @param isOnFireCheck BOOL -- @return BOOL function IsVehicleDriveable(vehicle, isOnFireCheck) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_HAS_BEEN_OWNED_BY_PLAYER -- @usage void SET_VEHICLE_HAS_BEEN_OWNED_BY_PLAYER(Vehicle vehicle, BOOL owned); -- @param vehicle Vehicle -- @param owned BOOL -- @return void function SetVehicleHasBeenOwnedByPlayer(vehicle, owned) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_NEEDS_TO_BE_HOTWIRED -- @usage void SET_VEHICLE_NEEDS_TO_BE_HOTWIRED(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleNeedsToBeHotwired(vehicle, toggle) end -- Sounds the horn for the specified vehicle. vehicle: The vehicle to activate the horn for. mode: The hash of "NORMAL" or "HELDDOWN". Can be 0. duration: The duration to sound the horn, in milliseconds. Note: If a player is in the vehicle, it will only sound briefly. -- @module native -- @submodule vehicle -- @see START_VEHICLE_HORN -- @usage void START_VEHICLE_HORN(Vehicle vehicle, int duration, Hash mode, BOOL forever); -- @param vehicle Vehicle -- @param duration int -- @param mode Hash -- @param forever BOOL -- @return void function StartVehicleHorn(vehicle, duration, mode, forever) end -- if true, axles won't bend. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_HAS_STRONG_AXLES -- @usage void SET_VEHICLE_HAS_STRONG_AXLES(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleHasStrongAxles(vehicle, toggle) end -- Returns model name of vehicle in all caps. Needs to be displayed through localizing text natives to get proper display name. ----------------------------------------------------------------------------------------------------------------------------------------- While often the case, this does not simply return the model name of the vehicle (which could be hashed to return the model hash). Variations of the same vehicle may also use the same display name. ----------------------------------------------------------------------------------------------------------------------------------------- Returns "CARNOTFOUND" if the hash doesn't match a vehicle hash. Using UI::_GET_LABEL_TEXT, you can get the localized name. For a full list, see here: pastebin.com/wvpyS4kS (pastebin.com/dA3TbkZw) -- @module native -- @submodule vehicle -- @see GET_DISPLAY_NAME_FROM_VEHICLE_MODEL -- @usage char* GET_DISPLAY_NAME_FROM_VEHICLE_MODEL(Hash modelHash); -- @param modelHash Hash -- @return char* function GetDisplayNameFromVehicleModel(modelHash) end -- The only example I can find of this function in the scripts, is this: struct _s = VEHICLE::GET_VEHICLE_DEFORMATION_AT_POS(rPtr((A_0) + 4), 1.21f, 6.15f, 0.3f); ----------------------------------------------------------------------------------------------------------------------------------------- PC scripts: v_5/*{3}*/ = VEHICLE::GET_VEHICLE_DEFORMATION_AT_POS(a_0._f1, 1.21, 6.15, 0.3); -- @module native -- @submodule vehicle -- @see GET_VEHICLE_DEFORMATION_AT_POS -- @usage Vector3 GET_VEHICLE_DEFORMATION_AT_POS(Vehicle vehicle, float offsetX, float offsetY, float offsetZ); -- @param vehicle Vehicle -- @param offsetX float -- @param offsetY float -- @param offsetZ float -- @return Vector3 function GetVehicleDeformationAtPos(vehicle, offsetX, offsetY, offsetZ) end -- Note: Only seems to work on Emergency Vehicles -- @module native -- @submodule vehicle -- @see SET_VEHICLE_LIVERY -- @usage void SET_VEHICLE_LIVERY(Vehicle vehicle, int livery); -- @param vehicle Vehicle -- @param livery int -- @return void function SetVehicleLivery(vehicle, livery) end -- -1 = no livery -- @module native -- @submodule vehicle -- @see GET_VEHICLE_LIVERY -- @usage int GET_VEHICLE_LIVERY(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetVehicleLivery(vehicle) end -- Returns -1 if the vehicle has no livery -- @module native -- @submodule vehicle -- @see GET_VEHICLE_LIVERY_COUNT -- @usage int GET_VEHICLE_LIVERY_COUNT(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetVehicleLiveryCount(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see IS_VEHICLE_WINDOW_INTACT -- @usage BOOL IS_VEHICLE_WINDOW_INTACT(Vehicle vehicle, int windowIndex); -- @param vehicle Vehicle -- @param windowIndex int -- @return BOOL function IsVehicleWindowIntact(vehicle, windowIndex) end -- Appears to return false if any window is broken. -- @module native -- @submodule vehicle -- @see ARE_ALL_VEHICLE_WINDOWS_INTACT -- @usage BOOL ARE_ALL_VEHICLE_WINDOWS_INTACT(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function AreAllVehicleWindowsIntact(vehicle) end -- Returns false if every seat is occupied. -- @module native -- @submodule vehicle -- @see ARE_ANY_VEHICLE_SEATS_FREE -- @usage BOOL ARE_ANY_VEHICLE_SEATS_FREE(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function AreAnyVehicleSeatsFree(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see RESET_VEHICLE_WHEELS -- @usage void RESET_VEHICLE_WHEELS(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function ResetVehicleWheels(vehicle, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see IS_HELI_PART_BROKEN -- @usage BOOL IS_HELI_PART_BROKEN(Vehicle vehicle, BOOL p1, BOOL p2, BOOL p3); -- @param vehicle Vehicle -- @param p1 BOOL -- @param p2 BOOL -- @param p3 BOOL -- @return BOOL function IsHeliPartBroken(vehicle, p1, p2, p3) end -- Hash collision -- @module native -- @submodule vehicle -- @see WAS_COUNTER_ACTIVATED -- @usage BOOL WAS_COUNTER_ACTIVATED(Vehicle vehicle, Any p1); -- @param vehicle Vehicle -- @param p1 Any -- @return BOOL function WasCounterActivated(vehicle, p1) end -- NOTE: Debugging functions are not present in the retail version of the game. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_NAME_DEBUG -- @usage void SET_VEHICLE_NAME_DEBUG(Vehicle vehicle, char* name); -- @param vehicle Vehicle -- @param name char* -- @return void function SetVehicleNameDebug(vehicle, name) end -- Sets a vehicle to be strongly resistant to explosions. p0 is the vehicle; set p1 to false to toggle the effect on/off. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_EXPLODES_ON_HIGH_EXPLOSION_DAMAGE -- @usage void SET_VEHICLE_EXPLODES_ON_HIGH_EXPLOSION_DAMAGE(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleExplodesOnHighExplosionDamage(vehicle, toggle) end -- Works for vehicles with a retractable landing gear landing gear states: 0: Deployed 1: Closing 2: Opening 3: Retracted -- @module native -- @submodule vehicle -- @see CONTROL_LANDING_GEAR -- @usage void CONTROL_LANDING_GEAR(Vehicle vehicle, int state); -- @param vehicle Vehicle -- @param state int -- @return void function ControlLandingGear(vehicle, state) end -- landing gear states: 0: Deployed 1: Closing 2: Opening 3: Retracted -- @module native -- @submodule vehicle -- @see GET_LANDING_GEAR_STATE -- @usage int GET_LANDING_GEAR_STATE(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetLandingGearState(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see IS_ANY_VEHICLE_NEAR_POINT -- @usage BOOL IS_ANY_VEHICLE_NEAR_POINT(float x, float y, float z, float radius); -- @param x float -- @param y float -- @param z float -- @param radius float -- @return BOOL function IsAnyVehicleNearPoint(x, y, z, radius) end -- @todo -- @module native -- @submodule vehicle -- @see REQUEST_VEHICLE_HIGH_DETAIL_MODEL -- @usage void REQUEST_VEHICLE_HIGH_DETAIL_MODEL(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function RequestVehicleHighDetailModel(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see REMOVE_VEHICLE_HIGH_DETAIL_MODEL -- @usage void REMOVE_VEHICLE_HIGH_DETAIL_MODEL(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function RemoveVehicleHighDetailModel(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see IS_VEHICLE_HIGH_DETAIL -- @usage BOOL IS_VEHICLE_HIGH_DETAIL(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsVehicleHighDetail(vehicle) end -- REQUEST_VEHICLE_ASSET(GET_HASH_KEY(cargobob3), 3); vehicle found that have asset's: cargobob3 submersible blazer -- @module native -- @submodule vehicle -- @see REQUEST_VEHICLE_ASSET -- @usage void REQUEST_VEHICLE_ASSET(Hash vehicleHash, int vehicleAsset); -- @param vehicleHash Hash -- @param vehicleAsset int -- @return void function RequestVehicleAsset(vehicleHash, vehicleAsset) end -- @todo -- @module native -- @submodule vehicle -- @see HAS_VEHICLE_ASSET_LOADED -- @usage BOOL HAS_VEHICLE_ASSET_LOADED(int vehicleAsset); -- @param vehicleAsset int -- @return BOOL function HasVehicleAssetLoaded(vehicleAsset) end -- @todo -- @module native -- @submodule vehicle -- @see REMOVE_VEHICLE_ASSET -- @usage void REMOVE_VEHICLE_ASSET(int vehicleAsset); -- @param vehicleAsset int -- @return void function RemoveVehicleAsset(vehicleAsset) end -- HookOffset defines where the hook is attached. leave at 0 for default attachment. -- @module native -- @submodule vehicle -- @see ATTACH_VEHICLE_TO_TOW_TRUCK -- @usage void ATTACH_VEHICLE_TO_TOW_TRUCK(Vehicle towTruck, Vehicle vehicle, BOOL rear, float hookOffsetX, float hookOffsetY, float hookOffsetZ); -- @param towTruck Vehicle -- @param vehicle Vehicle -- @param rear BOOL -- @param hookOffsetX float -- @param hookOffsetY float -- @param hookOffsetZ float -- @return void function AttachVehicleToTowTruck(towTruck, vehicle, rear, hookOffsetX, hookOffsetY, hookOffsetZ) end -- First two parameters swapped. Scripts verify that towTruck is the first parameter, not the second. -- @module native -- @submodule vehicle -- @see DETACH_VEHICLE_FROM_TOW_TRUCK -- @usage void DETACH_VEHICLE_FROM_TOW_TRUCK(Vehicle towTruck, Vehicle vehicle); -- @param towTruck Vehicle -- @param vehicle Vehicle -- @return void function DetachVehicleFromTowTruck(towTruck, vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see DETACH_VEHICLE_FROM_ANY_TOW_TRUCK -- @usage BOOL DETACH_VEHICLE_FROM_ANY_TOW_TRUCK(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function DetachVehicleFromAnyTowTruck(vehicle) end -- Scripts verify that towTruck is the first parameter, not the second. -- @module native -- @submodule vehicle -- @see IS_VEHICLE_ATTACHED_TO_TOW_TRUCK -- @usage BOOL IS_VEHICLE_ATTACHED_TO_TOW_TRUCK(Vehicle towTruck, Vehicle vehicle); -- @param towTruck Vehicle -- @param vehicle Vehicle -- @return BOOL function IsVehicleAttachedToTowTruck(towTruck, vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see GET_ENTITY_ATTACHED_TO_TOW_TRUCK -- @usage Entity GET_ENTITY_ATTACHED_TO_TOW_TRUCK(Vehicle towTruck); -- @param towTruck Vehicle -- @return Entity function GetEntityAttachedToTowTruck(towTruck) end -- Please change to void. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_AUTOMATICALLY_ATTACHES -- @usage Any SET_VEHICLE_AUTOMATICALLY_ATTACHES(Vehicle vehicle, Any p1, Any p2); -- @param vehicle Vehicle -- @param p1 Any -- @param p2 Any -- @return Any function SetVehicleAutomaticallyAttaches(vehicle, p1, p2) end -- On accelerating, spins the driven wheels with the others braked, so you don't go anywhere. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_BURNOUT -- @usage void SET_VEHICLE_BURNOUT(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleBurnout(vehicle, toggle) end -- Returns whether the specified vehicle is currently in a burnout. vb.net Public Function isVehicleInBurnout(vh As Vehicle) As Boolean Return Native.Function.Call(Of Boolean)(Hash.IS_VEHICLE_IN_BURNOUT, vh) End Function -- @module native -- @submodule vehicle -- @see IS_VEHICLE_IN_BURNOUT -- @usage BOOL IS_VEHICLE_IN_BURNOUT(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsVehicleInBurnout(vehicle) end -- Reduces grip significantly so it's hard to go anywhere. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_REDUCE_GRIP -- @usage void SET_VEHICLE_REDUCE_GRIP(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleReduceGrip(vehicle, toggle) end -- Sets the turn signal enabled for a vehicle. Set turnSignal to 1 for left light, 0 for right light. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_INDICATOR_LIGHTS -- @usage void SET_VEHICLE_INDICATOR_LIGHTS(Vehicle vehicle, int turnSignal, BOOL toggle); -- @param vehicle Vehicle -- @param turnSignal int -- @param toggle BOOL -- @return void function SetVehicleIndicatorLights(vehicle, turnSignal, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_BRAKE_LIGHTS -- @usage void SET_VEHICLE_BRAKE_LIGHTS(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleBrakeLights(vehicle, toggle) end -- does this work while in air? -- @module native -- @submodule vehicle -- @see SET_VEHICLE_HANDBRAKE -- @usage void SET_VEHICLE_HANDBRAKE(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleHandbrake(vehicle, toggle) end -- Gets the trailer of a vehicle and puts it into the trailer parameter. -- @module native -- @submodule vehicle -- @see GET_VEHICLE_TRAILER_VEHICLE -- @usage BOOL GET_VEHICLE_TRAILER_VEHICLE(Vehicle vehicle, Vehicle* trailer); -- @param vehicle Vehicle -- @param trailer Vehicle* -- @return BOOL function GetVehicleTrailerVehicle(vehicle, trailer) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_RUDDER_BROKEN -- @usage void SET_VEHICLE_RUDDER_BROKEN(Vehicle vehicle, BOOL p1); -- @param vehicle Vehicle -- @param p1 BOOL -- @return void function SetVehicleRudderBroken(vehicle, p1) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MAX_BRAKING -- @usage float GET_VEHICLE_MAX_BRAKING(Vehicle vehicle); -- @param vehicle Vehicle -- @return float function GetVehicleMaxBraking(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MAX_TRACTION -- @usage float GET_VEHICLE_MAX_TRACTION(Vehicle vehicle); -- @param vehicle Vehicle -- @return float function GetVehicleMaxTraction(vehicle) end -- static - max acceleration -- @module native -- @submodule vehicle -- @see GET_VEHICLE_ACCELERATION -- @usage float GET_VEHICLE_ACCELERATION(Vehicle vehicle); -- @param vehicle Vehicle -- @return float function GetVehicleAcceleration(vehicle) end -- Returns max braking of the specified vehicle model. For a full list, see here: pastebin.com/3N8DVbpG -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MODEL_MAX_BRAKING -- @usage float GET_VEHICLE_MODEL_MAX_BRAKING(Hash modelHash); -- @param modelHash Hash -- @return float function GetVehicleModelMaxBraking(modelHash) end -- Returns max traction of the specified vehicle model. For a full list, see here: pastebin.com/ERnntVjK -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MODEL_MAX_TRACTION -- @usage float GET_VEHICLE_MODEL_MAX_TRACTION(Hash modelHash); -- @param modelHash Hash -- @return float function GetVehicleModelMaxTraction(modelHash) end -- Returns the acceleration of the specified model. For a full list, see here: pastebin.com/GaN6vT4R -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MODEL_ACCELERATION -- @usage float GET_VEHICLE_MODEL_ACCELERATION(Hash modelHash); -- @param modelHash Hash -- @return float function GetVehicleModelAcceleration(modelHash) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_CLASS_MAX_TRACTION -- @usage float GET_VEHICLE_CLASS_MAX_TRACTION(int vehicleClass); -- @param vehicleClass int -- @return float function GetVehicleClassMaxTraction(vehicleClass) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_CLASS_MAX_AGILITY -- @usage float GET_VEHICLE_CLASS_MAX_AGILITY(int vehicleClass); -- @param vehicleClass int -- @return float function GetVehicleClassMaxAgility(vehicleClass) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_CLASS_MAX_ACCELERATION -- @usage float GET_VEHICLE_CLASS_MAX_ACCELERATION(int vehicleClass); -- @param vehicleClass int -- @return float function GetVehicleClassMaxAcceleration(vehicleClass) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_CLASS_MAX_BRAKING -- @usage float GET_VEHICLE_CLASS_MAX_BRAKING(int vehicleClass); -- @param vehicleClass int -- @return float function GetVehicleClassMaxBraking(vehicleClass) end -- @todo -- @module native -- @submodule vehicle -- @see OPEN_BOMB_BAY_DOORS -- @usage void OPEN_BOMB_BAY_DOORS(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function OpenBombBayDoors(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see CLOSE_BOMB_BAY_DOORS -- @usage void CLOSE_BOMB_BAY_DOORS(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function CloseBombBayDoors(vehicle) end -- Possibly: Returns whether the searchlight (found on police vehicles) is toggled on. -- @module native -- @submodule vehicle -- @see IS_VEHICLE_SEARCHLIGHT_ON -- @usage BOOL IS_VEHICLE_SEARCHLIGHT_ON(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsVehicleSearchlightOn(vehicle) end -- Only works during nighttime. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_SEARCHLIGHT -- @usage void SET_VEHICLE_SEARCHLIGHT(Vehicle heli, BOOL toggle, BOOL canBeUsedByAI); -- @param heli Vehicle -- @param toggle BOOL -- @param canBeUsedByAI BOOL -- @return void function SetVehicleSearchlight(heli, toggle, canBeUsedByAI) end -- @todo -- @module native -- @submodule vehicle -- @see CAN_SHUFFLE_SEAT -- @usage BOOL CAN_SHUFFLE_SEAT(Vehicle vehicle, Any p1); -- @param vehicle Vehicle -- @param p1 Any -- @return BOOL function CanShuffleSeat(vehicle, p1) end -- @todo -- @module native -- @submodule vehicle -- @see GET_NUM_MOD_KITS -- @usage int GET_NUM_MOD_KITS(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetNumModKits(vehicle) end -- Set modKit to 0 if you plan to call SET_VEHICLE_MOD. That's what the game does. Most body modifications through SET_VEHICLE_MOD will not take effect until this is set to 0. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_MOD_KIT -- @usage void SET_VEHICLE_MOD_KIT(Vehicle vehicle, int modKit); -- @param vehicle Vehicle -- @param modKit int -- @return void function SetVehicleModKit(vehicle, modKit) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MOD_KIT -- @usage int GET_VEHICLE_MOD_KIT(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetVehicleModKit(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MOD_KIT_TYPE -- @usage int GET_VEHICLE_MOD_KIT_TYPE(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetVehicleModKitType(vehicle) end -- Returns an int Wheel Types: 0: Sport 1: Muscle 2: Lowrider 3: SUV 4: Offroad 5: Tuner 6: Bike Wheels 7: High End Tested in Los Santos Customs -- @module native -- @submodule vehicle -- @see GET_VEHICLE_WHEEL_TYPE -- @usage int GET_VEHICLE_WHEEL_TYPE(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetVehicleWheelType(vehicle) end -- 0: Sport 1: Muscle 2: Lowrider 3: SUV 4: Offroad 5: Tuner 6: Bike Wheels 7: High End -- @module native -- @submodule vehicle -- @see SET_VEHICLE_WHEEL_TYPE -- @usage void SET_VEHICLE_WHEEL_TYPE(Vehicle vehicle, int WheelType); -- @param vehicle Vehicle -- @param WheelType int -- @return void function SetVehicleWheelType(vehicle, WheelType) end -- @todo -- @module native -- @submodule vehicle -- @see GET_NUM_MOD_COLORS -- @usage int GET_NUM_MOD_COLORS(int p0, BOOL p1); -- @param p0 int -- @param p1 BOOL -- @return int function GetNumModColors(p0, p1) end -- paintType: 0: Normal 1: Metallic 2: Pearl 3: Matte 4: Metal 5: Chrome color: number of the color. p3 seems to always be 0. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_MOD_COLOR_1 -- @usage void SET_VEHICLE_MOD_COLOR_1(Vehicle vehicle, int paintType, int color, int p3); -- @param vehicle Vehicle -- @param paintType int -- @param color int -- @param p3 int -- @return void function SetVehicleModColor_1(vehicle, paintType, color, p3) end -- Changes the secondary paint type and color paintType: 0: Normal 1: Metallic 2: Pearl 3: Matte 4: Metal 5: Chrome color: number of the color -- @module native -- @submodule vehicle -- @see SET_VEHICLE_MOD_COLOR_2 -- @usage void SET_VEHICLE_MOD_COLOR_2(Vehicle vehicle, int paintType, int color); -- @param vehicle Vehicle -- @param paintType int -- @param color int -- @return void function SetVehicleModColor_2(vehicle, paintType, color) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MOD_COLOR_1 -- @usage void GET_VEHICLE_MOD_COLOR_1(Vehicle vehicle, int* paintType, int* color, int* p3); -- @param vehicle Vehicle -- @param paintType int* -- @param color int* -- @param p3 int* -- @return void function GetVehicleModColor_1(vehicle, paintType, color, p3) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MOD_COLOR_2 -- @usage void GET_VEHICLE_MOD_COLOR_2(Vehicle vehicle, int* paintType, int* color); -- @param vehicle Vehicle -- @param paintType int* -- @param color int* -- @return void function GetVehicleModColor_2(vehicle, paintType, color) end -- returns a string which is the codename of the vehicle's currently selected primary color p1 is always 0 -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MOD_COLOR_1_NAME -- @usage char* GET_VEHICLE_MOD_COLOR_1_NAME(Vehicle vehicle, BOOL p1); -- @param vehicle Vehicle -- @param p1 BOOL -- @return char* function GetVehicleModColor_1Name(vehicle, p1) end -- returns a string which is the codename of the vehicle's currently selected secondary color -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MOD_COLOR_2_NAME -- @usage char* GET_VEHICLE_MOD_COLOR_2_NAME(Vehicle vehicle); -- @param vehicle Vehicle -- @return char* function GetVehicleModColor_2Name(vehicle) end -- In b944, there are 50 (0 - 49) mod types. Sets the vehicle mod. The vehicle must have a mod kit first. Any out of range ModIndex is stock. #Mod Type Spoilers Front Bumper Rear Bumper Side Skirt Exhaust Frame Grille Hood Fender Right Fender Roof Engine Brakes Transmission Horns - 14 (modIndex from 0 to 51) Suspension Armor Front Wheels Back Wheels - 24 //only for motocycles Plate holders Trim Design Ornaments Dial Design Steering Wheel Shifter Leavers Plaques Hydraulics Livery ENUMS: pastebin.com/QzEAn02v -- @module native -- @submodule vehicle -- @see SET_VEHICLE_MOD -- @usage void SET_VEHICLE_MOD(Vehicle vehicle, int modType, int modIndex, BOOL customTires); -- @param vehicle Vehicle -- @param modType int -- @param modIndex int -- @param customTires BOOL -- @return void function SetVehicleMod(vehicle, modType, modIndex, customTires) end -- In b944, there are 50 (0 - 49) mod types. Returns -1 if the vehicle mod is stock -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MOD -- @usage int GET_VEHICLE_MOD(Vehicle vehicle, int modType); -- @param vehicle Vehicle -- @param modType int -- @return int function GetVehicleMod(vehicle, modType) end -- Only used for wheels(ModType = 23/24) Returns true if the wheels are custom wheels -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MOD_VARIATION -- @usage BOOL GET_VEHICLE_MOD_VARIATION(Vehicle vehicle, int modType); -- @param vehicle Vehicle -- @param modType int -- @return BOOL function GetVehicleModVariation(vehicle, modType) end -- Returns how many possible mods a vehicle has for a given mod type -- @module native -- @submodule vehicle -- @see GET_NUM_VEHICLE_MODS -- @usage int GET_NUM_VEHICLE_MODS(Vehicle vehicle, int modType); -- @param vehicle Vehicle -- @param modType int -- @return int function GetNumVehicleMods(vehicle, modType) end -- @todo -- @module native -- @submodule vehicle -- @see REMOVE_VEHICLE_MOD -- @usage void REMOVE_VEHICLE_MOD(Vehicle vehicle, int modType); -- @param vehicle Vehicle -- @param modType int -- @return void function RemoveVehicleMod(vehicle, modType) end -- Toggles: UNK17 Turbo UNK19 Tire Smoke UNK21 Xenon Headlights -- @module native -- @submodule vehicle -- @see TOGGLE_VEHICLE_MOD -- @usage void TOGGLE_VEHICLE_MOD(Vehicle vehicle, int modType, BOOL toggle); -- @param vehicle Vehicle -- @param modType int -- @param toggle BOOL -- @return void function ToggleVehicleMod(vehicle, modType, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see IS_TOGGLE_MOD_ON -- @usage BOOL IS_TOGGLE_MOD_ON(Vehicle vehicle, int modType); -- @param vehicle Vehicle -- @param modType int -- @return BOOL function IsToggleModOn(vehicle, modType) end -- Returns the text label of a mod type for a given vehicle Use _GET_LABEL_TEXT to get the part name in the game's language -- @module native -- @submodule vehicle -- @see GET_MOD_TEXT_LABEL -- @usage char* GET_MOD_TEXT_LABEL(Vehicle vehicle, int modType, int modValue); -- @param vehicle Vehicle -- @param modType int -- @param modValue int -- @return char* function GetModTextLabel(vehicle, modType, modValue) end -- Returns the name for the type of vehicle mod(Armour, engine etc) -- @module native -- @submodule vehicle -- @see GET_MOD_SLOT_NAME -- @usage char* GET_MOD_SLOT_NAME(Vehicle vehicle, int modType); -- @param vehicle Vehicle -- @param modType int -- @return char* function GetModSlotName(vehicle, modType) end -- Second Param = LiveryIndex example int count = VEHICLE::GET_VEHICLE_LIVERY_COUNT(veh); for (int i = 0; i < count; i++) { char* LiveryName = VEHICLE::GET_LIVERY_NAME(veh, i); } this example will work fine to fetch all names for example for Sanchez we get SANC_LV1 SANC_LV2 SANC_LV3 SANC_LV4 SANC_LV5 Use _GET_LABEL_TEXT, to get the localized livery name. -- @module native -- @submodule vehicle -- @see GET_LIVERY_NAME -- @usage char* GET_LIVERY_NAME(Vehicle vehicle, int liveryIndex); -- @param vehicle Vehicle -- @param liveryIndex int -- @return char* function GetLiveryName(vehicle, liveryIndex) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_MOD_MODIFIER_VALUE -- @usage Any GET_VEHICLE_MOD_MODIFIER_VALUE(Vehicle vehicle, int modType, int modIndex); -- @param vehicle Vehicle -- @param modType int -- @param modIndex int -- @return Any function GetVehicleModModifierValue(vehicle, modType, modIndex) end -- @todo -- @module native -- @submodule vehicle -- @see PRELOAD_VEHICLE_MOD -- @usage void PRELOAD_VEHICLE_MOD(Any p0, Any p1, Any p2); -- @param p0 Any -- @param p1 Any -- @param p2 Any -- @return void function PreloadVehicleMod(p0, p1, p2) end -- @todo -- @module native -- @submodule vehicle -- @see HAS_PRELOAD_MODS_FINISHED -- @usage BOOL HAS_PRELOAD_MODS_FINISHED(Any p0); -- @param p0 Any -- @return BOOL function HasPreloadModsFinished(p0) end -- @todo -- @module native -- @submodule vehicle -- @see RELEASE_PRELOAD_MODS -- @usage void RELEASE_PRELOAD_MODS(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function ReleasePreloadMods(vehicle) end -- Sets the tire smoke's color of this vehicle. vehicle: The vehicle that is the target of this method. r: The red level in the RGB color code. g: The green level in the RGB color code. b: The blue level in the RGB color code. Note: setting r,g,b to 0 will give the car independance day tyre smoke -- @module native -- @submodule vehicle -- @see SET_VEHICLE_TYRE_SMOKE_COLOR -- @usage void SET_VEHICLE_TYRE_SMOKE_COLOR(Vehicle vehicle, int r, int g, int b); -- @param vehicle Vehicle -- @param r int -- @param g int -- @param b int -- @return void function SetVehicleTyreSmokeColor(vehicle, r, g, b) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_TYRE_SMOKE_COLOR -- @usage void GET_VEHICLE_TYRE_SMOKE_COLOR(Vehicle vehicle, int* r, int* g, int* b); -- @param vehicle Vehicle -- @param r int* -- @param g int* -- @param b int* -- @return void function GetVehicleTyreSmokeColor(vehicle, r, g, b) end -- enum WindowTints { WINDOWTINT_NONE, WINDOWTINT_PURE_BLACK, WINDOWTINT_DARKSMOKE, WINDOWTINT_LIGHTSMOKE, WINDOWTINT_STOCK, WINDOWTINT_LIMO, WINDOWTINT_GREEN }; -- @module native -- @submodule vehicle -- @see SET_VEHICLE_WINDOW_TINT -- @usage void SET_VEHICLE_WINDOW_TINT(Vehicle vehicle, int tint); -- @param vehicle Vehicle -- @param tint int -- @return void function SetVehicleWindowTint(vehicle, tint) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_WINDOW_TINT -- @usage int GET_VEHICLE_WINDOW_TINT(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetVehicleWindowTint(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see GET_NUM_VEHICLE_WINDOW_TINTS -- @usage int GET_NUM_VEHICLE_WINDOW_TINTS(); -- @return int function GetNumVehicleWindowTints() end -- What's this for? Primary and Secondary RGB have their own natives and this one doesn't seem specific. -- @module native -- @submodule vehicle -- @see GET_VEHICLE_COLOR -- @usage void GET_VEHICLE_COLOR(Vehicle vehicle, int* r, int* g, int* b); -- @param vehicle Vehicle -- @param r int* -- @param g int* -- @param b int* -- @return void function GetVehicleColor(vehicle, r, g, b) end -- iVar3 = get_vehicle_cause_of_destruction(uLocal_248[iVar2]); if (iVar3 == joaat("weapon_stickybomb")) { func_171(726); iLocal_260 = 1; } -- @module native -- @submodule vehicle -- @see GET_VEHICLE_CAUSE_OF_DESTRUCTION -- @usage Hash GET_VEHICLE_CAUSE_OF_DESTRUCTION(Vehicle vehicle); -- @param vehicle Vehicle -- @return Hash function GetVehicleCauseOfDestruction(vehicle) end -- From the driver's perspective, is the left headlight broken. -- @module native -- @submodule vehicle -- @see GET_IS_LEFT_VEHICLE_HEADLIGHT_DAMAGED -- @usage BOOL GET_IS_LEFT_VEHICLE_HEADLIGHT_DAMAGED(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function GetIsLeftVehicleHeadlightDamaged(vehicle) end -- From the driver's perspective, is the right headlight broken. -- @module native -- @submodule vehicle -- @see GET_IS_RIGHT_VEHICLE_HEADLIGHT_DAMAGED -- @usage BOOL GET_IS_RIGHT_VEHICLE_HEADLIGHT_DAMAGED(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function GetIsRightVehicleHeadlightDamaged(vehicle) end -- Sets the wanted state of this vehicle. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_IS_WANTED -- @usage void SET_VEHICLE_IS_WANTED(Vehicle vehicle, BOOL state); -- @param vehicle Vehicle -- @param state BOOL -- @return void function SetVehicleIsWanted(vehicle, state) end -- hash collision??? - Don't think so. I fits alphabetically and it used with a plane in the scripts -- @module native -- @submodule vehicle -- @see DISABLE_PLANE_AILERON -- @usage void DISABLE_PLANE_AILERON(Vehicle vehicle, BOOL p1, BOOL p2); -- @param vehicle Vehicle -- @param p1 BOOL -- @param p2 BOOL -- @return void function DisablePlaneAileron(vehicle, p1, p2) end -- Returns true when in a vehicle, false whilst entering/exiting. -- @module native -- @submodule vehicle -- @see GET_IS_VEHICLE_ENGINE_RUNNING -- @usage BOOL GET_IS_VEHICLE_ENGINE_RUNNING(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function GetIsVehicleEngineRunning(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_LAST_DRIVEN_VEHICLE -- @usage void SET_LAST_DRIVEN_VEHICLE(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function SetLastDrivenVehicle(vehicle) end -- Not exactly sure on this one, but here's a snippet of code: if (PED::IS_PED_IN_ANY_VEHICLE(PLAYER::PLAYER_PED_ID(), 0)) { v_2 = PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(), 0); } else { v_2 = VEHICLE::_B2D06FAEDE65B577(); } -- @module native -- @submodule vehicle -- @see GET_LAST_DRIVEN_VEHICLE -- @usage Vehicle GET_LAST_DRIVEN_VEHICLE(); -- @return Vehicle function GetLastDrivenVehicle() end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_LOD_MULTIPLIER -- @usage void SET_VEHICLE_LOD_MULTIPLIER(Vehicle vehicle, float multiplier); -- @param vehicle Vehicle -- @param multiplier float -- @return void function SetVehicleLodMultiplier(vehicle, multiplier) end -- Commands the driver of an armed vehicle (p0) to shoot its weapon at a target (p1). p3, p4 and p5 are the coordinates of the target. Example: WEAPON::SET_CURRENT_PED_VEHICLE_WEAPON(pilot,GAMEPLAY::GET_HASH_KEY("VEHICLE_WEAPON_PLANE_ROCKET")); VEHICLE::SET_VEHICLE_SHOOT_AT_TARGET(pilot, target, targPos.x, targPos.y, targPos.z); -- @module native -- @submodule vehicle -- @see SET_VEHICLE_SHOOT_AT_TARGET -- @usage void SET_VEHICLE_SHOOT_AT_TARGET(Ped driver, Entity entity, float xTarget, float yTarget, float zTarget); -- @param driver Ped -- @param entity Entity -- @param xTarget float -- @param yTarget float -- @param zTarget float -- @return void function SetVehicleShootAtTarget(driver, entity, xTarget, yTarget, zTarget) end -- @todo -- @module native -- @submodule vehicle -- @see SET_FORCE_HD_VEHICLE -- @usage void SET_FORCE_HD_VEHICLE(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetForceHdVehicle(vehicle, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see GET_VEHICLE_PLATE_TYPE -- @usage int GET_VEHICLE_PLATE_TYPE(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetVehiclePlateType(vehicle) end -- in script hook .net Vehicle v = ...; Function.Call(Hash.TRACK_VEHICLE_VISIBILITY, v.Handle); -- @module native -- @submodule vehicle -- @see TRACK_VEHICLE_VISIBILITY -- @usage void TRACK_VEHICLE_VISIBILITY(Vehicle vehicle); -- @param vehicle Vehicle -- @return void function TrackVehicleVisibility(vehicle) end -- must be called after TRACK_VEHICLE_VISIBILITY it's not instant so probabilly must pass an 'update' to see correct result. -- @module native -- @submodule vehicle -- @see IS_VEHICLE_VISIBLE -- @usage BOOL IS_VEHICLE_VISIBLE(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsVehicleVisible(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_GRAVITY -- @usage void SET_VEHICLE_GRAVITY(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleGravity(vehicle, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_ENGINE_CAN_DEGRADE -- @usage void SET_VEHICLE_ENGINE_CAN_DEGRADE(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleEngineCanDegrade(vehicle, toggle) end -- @todo -- @module native -- @submodule vehicle -- @see IS_VEHICLE_STOLEN -- @usage BOOL IS_VEHICLE_STOLEN(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function IsVehicleStolen(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_IS_STOLEN -- @usage Any SET_VEHICLE_IS_STOLEN(Vehicle vehicle, BOOL isStolen); -- @param vehicle Vehicle -- @param isStolen BOOL -- @return Any function SetVehicleIsStolen(vehicle, isStolen) end -- @todo -- @module native -- @submodule vehicle -- @see DETACH_VEHICLE_FROM_CARGOBOB -- @usage void DETACH_VEHICLE_FROM_CARGOBOB(Vehicle vehicle, Vehicle cargobob); -- @param vehicle Vehicle -- @param cargobob Vehicle -- @return void function DetachVehicleFromCargobob(vehicle, cargobob) end -- @todo -- @module native -- @submodule vehicle -- @see DETACH_VEHICLE_FROM_ANY_CARGOBOB -- @usage BOOL DETACH_VEHICLE_FROM_ANY_CARGOBOB(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function DetachVehicleFromAnyCargobob(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see IS_VEHICLE_ATTACHED_TO_CARGOBOB -- @usage BOOL IS_VEHICLE_ATTACHED_TO_CARGOBOB(Vehicle cargobob, Vehicle vehicleAttached); -- @param cargobob Vehicle -- @param vehicleAttached Vehicle -- @return BOOL function IsVehicleAttachedToCargobob(cargobob, vehicleAttached) end -- Returns attached vehicle (Vehicle in parameter must be cargobob) -- @module native -- @submodule vehicle -- @see GET_VEHICLE_ATTACHED_TO_CARGOBOB -- @usage Vehicle GET_VEHICLE_ATTACHED_TO_CARGOBOB(Vehicle cargobob); -- @param cargobob Vehicle -- @return Vehicle function GetVehicleAttachedToCargobob(cargobob) end -- @todo -- @module native -- @submodule vehicle -- @see ATTACH_VEHICLE_TO_CARGOBOB -- @usage void ATTACH_VEHICLE_TO_CARGOBOB(Vehicle vehicle, Vehicle cargobob, int p2, float x, float y, float z); -- @param vehicle Vehicle -- @param cargobob Vehicle -- @param p2 int -- @param x float -- @param y float -- @param z float -- @return void function AttachVehicleToCargobob(vehicle, cargobob, p2, x, y, z) end -- Returns true only when the hook is active, will return false if the magnet is active -- @module native -- @submodule vehicle -- @see DOES_CARGOBOB_HAVE_PICK_UP_ROPE -- @usage BOOL DOES_CARGOBOB_HAVE_PICK_UP_ROPE(Vehicle cargobob); -- @param cargobob Vehicle -- @return BOOL function DoesCargobobHavePickUpRope(cargobob) end -- Drops the Hook/Magnet on a cargobob state enum eCargobobHook { CARGOBOB_HOOK = 0, CARGOBOB_MAGNET = 1, }; -- @module native -- @submodule vehicle -- @see CREATE_PICK_UP_ROPE_FOR_CARGOBOB -- @usage void CREATE_PICK_UP_ROPE_FOR_CARGOBOB(Vehicle cargobob, int state); -- @param cargobob Vehicle -- @param state int -- @return void function CreatePickUpRopeForCargobob(cargobob, state) end -- Retracts the hook on the cargobob. Note: after you retract it the natives for dropping the hook no longer work -- @module native -- @submodule vehicle -- @see REMOVE_PICK_UP_ROPE_FOR_CARGOBOB -- @usage void REMOVE_PICK_UP_ROPE_FOR_CARGOBOB(Vehicle cargobob); -- @param cargobob Vehicle -- @return void function RemovePickUpRopeForCargobob(cargobob) end -- @todo -- @module native -- @submodule vehicle -- @see DOES_VEHICLE_HAVE_WEAPONS -- @usage BOOL DOES_VEHICLE_HAVE_WEAPONS(Vehicle vehicle); -- @param vehicle Vehicle -- @return BOOL function DoesVehicleHaveWeapons(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see DISABLE_VEHICLE_WEAPON -- @usage void DISABLE_VEHICLE_WEAPON(BOOL disabled, Hash weaponHash, Vehicle vehicle, Ped owner); -- @param disabled BOOL -- @param weaponHash Hash -- @param vehicle Vehicle -- @param owner Ped -- @return void function DisableVehicleWeapon(disabled, weaponHash, vehicle, owner) end -- Returns an int Vehicle Classes: 0: Compacts 1: Sedans 2: SUVs 3: Coupes 4: Muscle 5: Sports Classics 6: Sports 7: Super 8: Motorcycles 9: Off-road 10: Industrial 11: Utility 12: Vans 13: Cycles 14: Boats 15: Helicopters 16: Planes 17: Service 18: Emergency 19: Military 20: Commercial 21: Trains char buffer[128]; std::sprintf(buffer, "VEH_CLASS_%i", VEHICLE::GET_VEHICLE_CLASS(vehicle)); char* className = UI::_GET_LABEL_TEXT(buffer); -- @module native -- @submodule vehicle -- @see GET_VEHICLE_CLASS -- @usage int GET_VEHICLE_CLASS(Vehicle vehicle); -- @param vehicle Vehicle -- @return int function GetVehicleClass(vehicle) end -- For a full enum, see here : pastebin.com/i2GGAjY0 char buffer[128]; std::sprintf(buffer, "VEH_CLASS_%i", VEHICLE::GET_VEHICLE_CLASS_FROM_NAME (hash)); char* className = UI::_GET_LABEL_TEXT(buffer); -- @module native -- @submodule vehicle -- @see GET_VEHICLE_CLASS_FROM_NAME -- @usage int GET_VEHICLE_CLASS_FROM_NAME(Hash modelHash); -- @param modelHash Hash -- @return int function GetVehicleClassFromName(modelHash) end -- @todo -- @module native -- @submodule vehicle -- @see SET_PLAYERS_LAST_VEHICLE -- @usage Any SET_PLAYERS_LAST_VEHICLE(Vehicle vehicle); -- @param vehicle Vehicle -- @return Any function SetPlayersLastVehicle(vehicle) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_CAN_BE_USED_BY_FLEEING_PEDS -- @usage void SET_VEHICLE_CAN_BE_USED_BY_FLEEING_PEDS(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleCanBeUsedByFleeingPeds(vehicle, toggle) end -- Seems to be related to the metal parts, not tyres (like i was expecting lol) -- @module native -- @submodule vehicle -- @see SET_VEHICLE_FRICTION_OVERRIDE -- @usage void SET_VEHICLE_FRICTION_OVERRIDE(Vehicle vehicle, float friction); -- @param vehicle Vehicle -- @param friction float -- @return void function SetVehicleFrictionOverride(vehicle, friction) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_WHEELS_CAN_BREAK_OFF_WHEN_BLOW_UP -- @usage void SET_VEHICLE_WHEELS_CAN_BREAK_OFF_WHEN_BLOW_UP(Vehicle vehicle, BOOL toggle); -- @param vehicle Vehicle -- @param toggle BOOL -- @return void function SetVehicleWheelsCanBreakOffWhenBlowUp(vehicle, toggle) end -- Previously named GET_VEHICLE_DEFORMATION_GET_TREE (hash collision) from Decrypted Scripts I found VEHICLE::SET_VEHICLE_CEILING_HEIGHT(l_BD9[2/*2*/], 420.0); -- @module native -- @submodule vehicle -- @see SET_VEHICLE_CEILING_HEIGHT -- @usage void SET_VEHICLE_CEILING_HEIGHT(Vehicle vehicle, float p1); -- @param vehicle Vehicle -- @param p1 float -- @return void function SetVehicleCeilingHeight(vehicle, p1) end -- @todo -- @module native -- @submodule vehicle -- @see DOES_VEHICLE_EXIST_WITH_DECORATOR -- @usage BOOL DOES_VEHICLE_EXIST_WITH_DECORATOR(char* decorator); -- @param decorator char* -- @return BOOL function DoesVehicleExistWithDecorator(decorator) end -- @todo -- @module native -- @submodule vehicle -- @see SET_VEHICLE_EXCLUSIVE_DRIVER -- @usage void SET_VEHICLE_EXCLUSIVE_DRIVER(Vehicle vehicle, BOOL p1); -- @param vehicle Vehicle -- @param p1 BOOL -- @return void function SetVehicleExclusiveDriver(vehicle, p1) end -- Seems related to vehicle health, like the one in IV. Max 1000, min 0. Vehicle does not necessarily explode or become undrivable at 0. -- @module native -- @submodule vehicle -- @see GET_VEHICLE_BODY_HEALTH -- @usage float GET_VEHICLE_BODY_HEALTH(Vehicle vehicle); -- @param vehicle Vehicle -- @return float function GetVehicleBodyHealth(vehicle) end -- p2 often set to 1000.0 in the decompiled scripts. -- @module native -- @submodule vehicle -- @see SET_VEHICLE_BODY_HEALTH -- @usage void SET_VEHICLE_BODY_HEALTH(Vehicle vehicle, float value); -- @param vehicle Vehicle -- @param value float -- @return void function SetVehicleBodyHealth(vehicle, value) end
local combat = Combat() combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE) combat:setParameter(COMBAT_PARAM_AGGRESSIVE, 0) local condition = Condition(CONDITION_LIGHT) condition:setParameter(CONDITION_PARAM_LIGHT_LEVEL, 6) condition:setParameter(CONDITION_PARAM_LIGHT_COLOR, 215) condition:setParameter(CONDITION_PARAM_TICKS, (6 * 60 + 10) * 1000) combat:setCondition(condition) function onCastSpell(creature, var) return combat:execute(creature, var) end
local K = unpack(select(2, ...)) local _, ns = ... local oUF = ns.oUF or K.oUF local CanDispel = { DRUID = {Magic = false, Curse = true, Poison = true}, MAGE = {Curse = true}, MONK = {Magic = false, Poison = true, Disease = true}, PALADIN = {Magic = false, Poison = true, Disease = true}, PRIEST = {Magic = false, Disease = true}, SHAMAN = {Magic = false, Curse = true} } local dispellist = CanDispel[K.Class] or {} local origColors = {} local origBorderColors = {} local function GetDebuffType(unit, filter) if not UnitCanAssist("player", unit) then return nil end local i = 1 while true do local _, texture, _, debufftype = UnitAura(unit, i, "HARMFUL") if not texture then break end if debufftype and not filter or (filter and dispellist[debufftype]) then return debufftype, texture end i = i + 1 end end local function CheckSpec() local spec = GetSpecialization() if K.Class == "DRUID" then if spec == 4 then dispellist.Magic = true else dispellist.Magic = false end elseif K.Class == "MONK" then if spec == 2 then dispellist.Magic = true else dispellist.Magic = false end elseif K.Class == "PALADIN" then if spec == 1 then dispellist.Magic = true else dispellist.Magic = false end elseif K.Class == "PRIEST" then if spec == 3 then dispellist.Magic = false else dispellist.Magic = true end elseif K.Class == "SHAMAN" then if spec == 3 then dispellist.Magic = true else dispellist.Magic = false end end end local function Update(object, _, unit) if object.unit ~= unit then return end local debuffType, texture = GetDebuffType(unit, object.DebuffHighlightFilter) if debuffType then local color = DebuffTypeColor[debuffType] if object.DebuffHighlightBackdrop or object.DebuffHighlightBackdropBorder then if object.DebuffHighlightBackdrop then object:SetBackdropColor(color.r, color.g, color.b, object.DebuffHighlightAlpha or 1) end if object.DebuffHighlightBackdropBorder then object:SetBackdropBorderColor(color.r, color.g, color.b, object.DebuffHighlightAlpha or 1) end elseif object.DebuffHighlightUseTexture then object.DebuffHighlight:SetTexture(texture) else object.DebuffHighlight:SetVertexColor(color.r, color.g, color.b, object.DebuffHighlightAlpha or 0.5) end else if object.DebuffHighlightBackdrop or object.DebuffHighlightBackdropBorder then local color if object.DebuffHighlightBackdrop then color = origColors[object] object:SetBackdropColor(color.r, color.g, color.b, color.a) end if object.DebuffHighlightBackdropBorder then color = origBorderColors[object] object:SetBackdropBorderColor(color.r, color.g, color.b, color.a) end elseif object.DebuffHighlightUseTexture then object.DebuffHighlight:SetTexture(nil) else local color = origColors[object] object.DebuffHighlight:SetVertexColor(color.r, color.g, color.b, color.a) end end end local function Enable(object) -- If we're not highlighting this unit return if not object.DebuffHighlightBackdrop and not object.DebuffHighlightBackdropBorder and not object.DebuffHighlight then return end -- If we're filtering highlights and we're not of the dispelling type, return if object.DebuffHighlightFilter and not CanDispel[K.Class] then return end -- Make sure aura scanning is active for this object object:RegisterEvent("UNIT_AURA", Update) object:RegisterEvent("PLAYER_TALENT_UPDATE", CheckSpec, true) CheckSpec() if object.DebuffHighlightBackdrop or object.DebuffHighlightBackdropBorder then local r, g, b, a = object:GetBackdropColor() origColors[object] = {r = r, g = g, b = b, a = a} r, g, b, a = object:GetBackdropBorderColor() origBorderColors[object] = {r = r, g = g, b = b, a = a} elseif not object.DebuffHighlightUseTexture then local r, g, b, a = object.DebuffHighlight:GetVertexColor() origColors[object] = {r = r, g = g, b = b, a = a} end return true end local function Disable(object) if object.DebuffHighlightBackdrop or object.DebuffHighlightBackdropBorder or object.DebuffHighlight then object:UnregisterEvent("UNIT_AURA", Update) object:UnregisterEvent("PLAYER_TALENT_UPDATE", CheckSpec) end end oUF:AddElement("DebuffHighlight", Update, Enable, Disable) for _, frame in ipairs(oUF.objects) do Enable(frame) end
local screenW, screenH = guiGetScreenSize() local theAnimation = {} local guiS = {} guiS[1] = guiCreateGridList(0.35, 0.28, 0.12, 0.39, true) guiGridListAddColumn(guiS[1], "Category", 0.8) for k, v in ipairs(getElementsByType("animationCategory")) do local row = guiGridListAddRow(guiS[1]) guiGridListSetItemText(guiS[1], row, 1, getElementID(v), false, false) end guiS[2] = guiCreateGridList(0.48, 0.28, 0.12, 0.39, true) guiGridListAddColumn(guiS[2], "Animation", 0.8) guiS[3] = guiCreateButton(0.35, 0.70, 0.26, 0.04, "", true) guiSetAlpha(guiS[3], 0.00) function dxAnimations() dxDrawRectangle(screenW * 0.3484, screenH * 0.1972, screenW * 0.2555, screenH * 0.5542, tocolor(0, 0, 0, 169), false) dxDrawRectangle(screenW * 0.3508, screenH * 0.1972, screenW * 0.2531, screenH * 0.0694, tocolor(0, 0, 0, 169), false) dxDrawText("AuroraRPG - Animations", screenW * 0.3469, screenH * 0.1972, screenW * 0.6039, screenH * 0.2667, tocolor(255, 255, 255, 255), 1.80, "default-bold", "center", "center", false, false, false, false, false) dxDrawRectangle(screenW * 0.3492, screenH * 0.6986, screenW * 0.2547, screenH * 0.0389, tocolor(0, 0, 0, 169), false) dxDrawText("Stop Animation", screenW * 0.3477, screenH * 0.6986, screenW * 0.6039, screenH * 0.7375, tocolor(255, 255, 255, 255), 1.00, "default-bold", "center", "center", false, false, false, false, false) end function toggleGUIs() local vis = (not guiGetVisible(guiS[1])) for i, v in ipairs(guiS) do guiSetVisible(v, vis) end return vis end toggleGUIs() function toggleDX() local s = toggleGUIs() showCursor(s) if (s) then addEventHandler("onClientRender", root, dxAnimations) else removeEventHandler("onClientRender", root, dxAnimations) end end function toggleVisible() if (guiGetVisible(guiS[1]) == false) then if (isElementFrozen(localPlayer)) then return false end if (getElementDimension(localPlayer) ~= 2000 and getElementDimension(localPlayer) ~= 1000) then if (not getElementData(localPlayer, "isPlayerInEvent")) then toggleDX() end end else toggleDX() end end bindKey("F7", "down", toggleVisible) function animationsDo() selectedCategory = guiGridListGetItemText(guiS[1], guiGridListGetSelectedItem(guiS[1]), 1) if (selectedCategory ~= "") then guiGridListClear(guiS[2]) for k, v in ipairs(getElementChildren(getElementByID(selectedCategory))) do local row = guiGridListAddRow(guiS[2]) guiGridListSetItemText(guiS[2], row, 1, getElementID(v), false, false) end end if (selectedCategory == "") then guiGridListClear(guiS[2]) end end addEventHandler("onClientGUIClick", guiS[1], animationsDo, false) function setAnimations() selectedAnimation = guiGridListGetItemText(guiS[2], guiGridListGetSelectedItem(guiS[2]), 1) if (selectedAnimation ~= "") then if (getElementData(localPlayer, "tazed")) then exports.NGCdxmsg:createNewDxMessage("You can not use animations now!", 255 ,0, 0) return false end if (getElementData(localPlayer, "isPlayerArrested")) then exports.NGCdxmsg:createNewDxMessage("You can not use animations now!", 255, 0, 0) return false end if (isPedOnGround(localPlayer)) then if (not isPedDead(localPlayer)) then if (not isPedInVehicle(localPlayer)) then local animationBlock = getElementData(getElementByID(selectedAnimation), "block") local animationID = getElementData(getElementByID(selectedAnimation), "code") theAnimation = {animationBlock, animationID} triggerServerEvent("setAnimation", resourceRoot, animationBlock, animationID) startMove(false) else exports.NGCdxmsg:createNewDxMessage("You cannot use animations while in a vehicle.", 255, 0, 0) end else exports.NGCdxmsg:createNewDxMessage("You cannot use animations while you are dead.", 255, 0, 0) end end end end addEventHandler("onClientGUIClick", guiS[2], setAnimations, false) function onStopAnimation(button) if (button ~= "left") then return false end if (getElementData(localPlayer, "isPlayerAnimated")) then setPedAnimation(localPlayer, nil) setElementData(localPlayer, "isPlayerAnimated", false) theAnimation = {} startMove(true) triggerServerEvent("setAnimationOFF", resourceRoot) end end addEventHandler("onClientGUIClick", guiS[3], onStopAnimation, false) setTimer( function() if (getElementData(localPlayer, "isPlayerInEvent")) then if (getElementData(localPlayer, "isPlayerAnimated")) then setPedAnimation(localPlayer, nil) triggerServerEvent("setAnimationOFF", resourceRoot) startMove(true) setElementData(localPlayer, "isPlayerAnimated", false) end if (guiGetVisible(guiS[1])) then toggleDX() end end if (getElementDimension(localPlayer) == 2000 or getElementDimension(localPlayer) == 1000) then if (getElementData(localPlayer, "isPlayerAnimated")) then setPedAnimation(localPlayer, nil) triggerServerEvent("setAnimationOFF", resourceRoot) startMove(true) setElementData(localPlayer, "isPlayerAnimated", false) end if (guiGetVisible(guiS[1])) then toggleDX() end end if (getPlayerTeam(localPlayer) and getTeamName(getPlayerTeam(localPlayer)) ~= "CS:GO" and getElementData(localPlayer, "isPlayerAnimated")) then if (not getPedAnimation(localPlayer)) then local animationBlock, animationID = unpack(theAnimation) if (animationBlock) then startMove(false) triggerServerEvent("setAnimation", resourceRoot, animationBlock, animationID) triggerServerEvent("setAnimationOFF", resourceRoot) end else if (getElementData(localPlayer, "isPlayerAnimated")) then startMove(false) end end end if (getPlayerTeam(localPlayer) and getTeamName(getPlayerTeam(localPlayer)) == "CS:GO") then if (getElementData(localPlayer, "isPlayerAnimated")) then setPedAnimation(localPlayer, nil) triggerServerEvent("setAnimationOFF", resourceRoot) setElementData(localPlayer, "isPlayerAnimated", false) startMove(true) end if (guiGetVisible(guiS[1])) then toggleDX() end end end , 5000, 0) function startMove(state) toggleControl("forwards", state) toggleControl("backwards", state) toggleControl("left", state) toggleControl("right", state) toggleControl("crouch", state) toggleControl("enter_exit", state) toggleControl("aim_weapon", state) toggleControl("fire", state) end
--[[ Returns the BasePart that the mouse hit. Works the same as `Player:GetMouse().Hit` but allows you to pass in an ignore list, instead of relying on TargetFilter. Usage: local mouseHit = getMouseHit() -- Or with an ignore list: local mouseHit = getMouseHit({ LocalPlayer.Character, workspace.Foo}) ]] local t = require(script.Parent.Parent.lib.t) local getMouseUnitRay = require(script.Parent.getMouseUnitRay) local getMouseHitCheck = t.optional(t.array(t.Instance)) local function getMouseHit(ignoreList) assert(getMouseHitCheck(ignoreList)) local unitRay = getMouseUnitRay() local ray = Ray.new(unitRay.Origin, unitRay.Direction * math.huge) local hit = workspace:FindPartOnRayWithIgnoreList(ray, ignoreList) return hit end return getMouseHit
-- farmrect <length> <width> -- -- Farm a rectangle of the given length and width -- ---------------------------- -- USAGE ---------------------------- -- TODO: positioning -- o o o w -- o o o i -- o o o d -- o o o t -- length h -- buildrect 3 4 -- local tArgs = {...} local bDebug = false local selectedSlot=1 local abort = false local length = 0 local width = 0 local version = "1.0" ------------------------------------------------------------------------------- -- ARGUMENTS ------------------------------------------------------------------------------- if (#tArgs == 2) then length = tonumber(tArgs[1]) width = tonumber(tArgs[2]) else print("Usage: farmrect <length> <width>") return end ------------------------------------------------------------------------------- -- FUNCTIONS ------------------------------------------------------------------------------- function setSelectedSlot(slot) if turtle.select(slot) then selectedSlot = slot end end function getSelectedSlot() return selectedSlot end -- If fuel level is less than 10, refuel function fuel() if turtle.getFuelLevel() < 10 then local slot = getSelectedSlot() setSelectedSlot(1) if turtle.refuel(1) then print("Refueled!") else print("Refuelling failed.") abort = true end setSelectedSlot(slot) end end function getItemsFromChest() local slot = 2 print("Getting items from chest") setSelectedSlot(slot) while turtle.suckDown() and slot <= 16 do slot = slot + 1 setSelectedSlot(slot) end end function putItemsInChest() if not turtle.detectDown() then print("Can't put items in chest! There isn't anything here!") return end print("Putting items in chest") for slot = 2, 16, 1 do setSelectedSlot(slot) turtle.dropDown() end end function plant() -- try to place a block if not turtle.placeDown() then local slot = getSelectedSlot() -- try to find another suitable slot for i=slot,16,1 do setSelectedSlot(i) if turtle.placeDown() then break end if i == 16 then abort = true end end end end function farm() if turtle.digDown() then plant() turtle.forward() fuel() end end function goBack() print("Going back...") if (width%2) == 0 then for l = 1, length, 1 do turtle.back() end turtle.turnRight() else for l = 1, length, 1 do turtle.forward() end turtle.turnLeft() end for w = 1, width, 1 do turtle.forward() end turtle.turnLeft() end ------------------------------------------------------------------------------- -- MAIN PROGRAM START ------------------------------------------------------------------------------- print("farmrect version " .. version .. " starting...") -- fuel should be placed in slot 1 -- everything else in slots 2-16 setSelectedSlot(2) -- turtle should be started above a chest facing the first square of farmland -- get everything out of the chest getItemsFromChest() fuel() turtle.forward() for w = 1, width, 1 do print("Width: " .. w .. " of " .. width) for l = 1, length - 1, 1 do farm() if abort == true then break end end if abort == true then break end -- place start and end blocks if (w%2) == 0 then turtle.turnRight() farm() turtle.turnRight() else turtle.turnLeft() farm() turtle.turnLeft() end end goBack() putItemsInChest() print("Done!")
-- 設定情報(GETで返す値) return { get={ version =require "version", name ="emo", craftman ="ekicyou", craftmanw ="どっとステーション駅長", homeurl ="URL", ["sakura.recommendsites"] ={["NAME1"]="URL1", ["NAME2"]="URL2",}, ["sakura.portalsites"] ={["NAME1"]="URL1", ["NAME2"]="URL2",}, ["recommendrootbutton.caption"] ="メニュー名称", ["portalrootbutton.caption"] ="メニュー名称", ["updatebutton.caption"] ="オンラインアップデート(&U)", ["readmebutton.caption"] ="readme.txtの表示(&R)", ["vanishbutton.visible"] ="1", ["vanishbutton.caption"] ="アンインストール(&F)", }, }
return { listeners = { playerEnter = function(state) return function(self, player) local questRef = "limbo:selfdefense101"; if state.QuestFactory:canStart(player, questRef) then local quest = state.QuestFactory:create(state, questRef, player) player.questTracker:start(quest) end end end, }, };
-- liquid_stairs/init.lua -- Load support for Minebase translation. local S = minetest.get_translator("liquid_stairs") stairs.register_all("liquid_stairs:obsidian", { material = "base_liquids:obsidian", groups = {cracky = 1, level = 2}, tiles = {"base_liquids_obsidian.png"}, stair_description = S("Obsidian Stair"), slab_description = S("Obsidian Slab"), inner_stair_description = S("Inner Obsidian Stair"), outer_stair_description = S("Outer Obsidian Stair"), step_description = S("Obsidian Step"), inner_step_description = S("Inner Obsidian Step"), outer_step_description = S("Outer Obsidian Step"), steps_description = S("Obsidian Steps"), steps_half_description = S("Obsidian Steps Half"), steps_slab_description = S("Obsidian Steps Slab"), sounds = sounds.get_defaults("earth_sounds:stone"), worldaligntex = true }) stairs.register_all("liquid_stairs:obsidian_brick", { material = "base_liquids:obsidian_brick", groups = {cracky = 1, level = 2}, tiles = {"base_liquids_obsidian_brick.png"}, stair_description = S("Obsidian Brick Stair"), slab_description = S("Obsidian Brick Slab"), inner_stair_description = S("Inner Obsidian Brick Stair"), outer_stair_description = S("Outer Obsidian Brick Stair"), step_description = S("Obsidian Brick Step"), inner_step_description = S("Inner Obsidian Brick Step"), outer_step_description = S("Outer Obsidian Brick Step"), steps_description = S("Obsidian Brick Steps"), steps_half_description = S("Obsidian Brick Steps Half"), steps_slab_description = S("Obsidian Brick Steps Slab"), sounds = sounds.get_defaults("earth_sounds:stone"), worldaligntex = false }) stairs.register_all("liquid_stairs:obsidian_block", { material = "base_liquids:obsidian_block", groups = {cracky = 1, level = 2}, tiles = {"base_liquids_obsidian_block.png"}, stair_description = S("Obsidian Block Stair"), slab_description = S("Obsidian Block Slab"), inner_stair_description = S("Inner Obsidian Block Stair"), outer_stair_description = S("Outer Obsidian Block Stair"), step_description = S("Obsidian Block Step"), inner_step_description = S("Inner Obsidian Block Step"), outer_step_description = S("Outer Obsidian Block Step"), steps_description = S("Obsidian Block Steps"), steps_half_description = S("Obsidian Block Steps Half"), steps_slab_description = S("Obsidian Block Steps Slab"), sounds = sounds.get_defaults("earth_sounds:stone"), worldaligntex = true }) stairs.register_all("liquid_stairs:ice", { material = "base_liquids:ice", groups = {cracky = 3, cools_lava = 1, slippery = 3}, tiles = {"base_liquids_ice.png"}, stair_description = S("Ice Stair"), slab_description = S("Ice Slab"), inner_stair_description = S("Inner Ice Stair"), outer_stair_description = S("Outer Ice Stair"), step_description = S("Ice Step"), inner_step_description = S("Inner Ice Step"), outer_step_description = S("Outer Ice Step"), steps_description = S("Ice Steps"), steps_half_description = S("Ice Steps Half"), steps_slab_description = S("Ice Steps Slab"), sounds = sounds.get_defaults("liquid_sounds:ice"), worldaligntex = true }) stairs.register_all("liquid_stairs:snowblock", { material = "base_liquids:snowblock", groups = {crumbly = 3, cools_lava = 1, snowy = 1}, tiles = {"base_liquids_snow.png"}, stair_description = S("Snow Block Stair"), slab_description = S("Snow Block Slab"), inner_stair_description = S("Inner Snow Block Stair"), outer_stair_description = S("Outer Snow Block Stair"), step_description = S("Snow Block Step"), inner_step_description = S("Inner Snow Block Step"), outer_step_description = S("Outer Snow Block Step"), steps_description = S("Snow Block Steps"), steps_half_description = S("Snow Block Steps Half"), steps_slab_description = S("Snow Block Steps Slab"), sounds = sounds.get_defaults("liquid_sounds:snow"), worldaligntex = true })
-- -- Created by PhpStorm. -- User: Wu Lihua <maikekechn@gmail.com> -- Time: 2017/1/7 下午2:19 -- --[[ --限速返回1 否则返回0 --]] local frequency = redis.call("INCR", KEYS[1]) if frequency > tonumber(ARGV[1]) then return 1 end if frequency == 1 then redis.call("PEXPIRE", KEYS[1], ARGV[2]) end return 0
--[[ © 2020 TERRANOVA do not share, re-distribute or modify without permission of its author (zacharyenriquee@gmail.com). --]] ix.command.Add("GetFlags", { description = "Returns a character's flags.", adminOnly = true, arguments = { ix.type.character }, OnRun = function(self, client, target) local flags = target:GetFlags() if(flags == "") then client:Notify(string.format("%s has no flags.", target:GetName())) else client:Notify(string.format("%s has the following flags: %s", target:GetName(), flags)) end end; })
return {'sexagesima','sexappeal','sextakkoord','sextant','sextet','sexy','sexyer','sextakkoorden','sextanten','sextetten','sexyst'}
object_tangible_tcg_series6_combine_object_hk_droids_poster = object_tangible_tcg_series6_shared_combine_object_hk_droids_poster:new { } ObjectTemplates:addTemplate(object_tangible_tcg_series6_combine_object_hk_droids_poster, "object/tangible/tcg/series6/combine_object_hk_droids_poster.iff")
object_draft_schematic_dance_prop_prop_ribbon_spark_r_s02 = object_draft_schematic_dance_prop_shared_prop_ribbon_spark_r_s02:new { } ObjectTemplates:addTemplate(object_draft_schematic_dance_prop_prop_ribbon_spark_r_s02, "object/draft_schematic/dance_prop/prop_ribbon_spark_r_s02.iff")
--- "Ramsus" --- local isUiOpen = false local speedBuffer = {} local velBuffer = {} local SeatbeltON = false local InVehicle = true function Notify(string) SetNotificationTextEntry("STRING") AddTextComponentString(string) DrawNotification(false, true) end AddEventHandler('seatbelt:sounds', function(soundFile, soundVolume) SendNUIMessage({ transactionType = 'playSound', transactionFile = soundFile, transactionVolume = soundVolume }) end) function IsCar(veh) local vc = GetVehicleClass(veh) return (vc >= 0 and vc <= 7) or (vc >= 9 and vc <= 12) or (vc >= 17 and vc <= 20) end function Fwv(entity) local hr = GetEntityHeading(entity) + 90.0 if hr < 0.0 then hr = 360.0 + hr end hr = hr * 0.0174533 return { x = math.cos(hr) * 2.0, y = math.sin(hr) * 2.0 } end Citizen.CreateThread(function() while true do Citizen.Wait(0) local ped = PlayerPedId() local car = GetVehiclePedIsIn(ped) if car ~= 0 and (InVehicle or IsCar(car)) then InVehicle = true if isUiOpen == false and not IsPlayerDead(PlayerId()) then if Config.Blinker then SendNUIMessage({displayWindow = 'true'}) end isUiOpen = true end if SeatbeltON then DisableControlAction(0, 75, true) -- Disable exit vehicle when stop DisableControlAction(27, 75, true) -- Disable exit vehicle when Driving end speedBuffer[2] = speedBuffer[1] speedBuffer[1] = GetEntitySpeed(car) if not SeatbeltON and speedBuffer[2] ~= nil and GetEntitySpeedVector(car, true).y > 1.0 and speedBuffer[1] > (Config.Speed / 3.6) and (speedBuffer[2] - speedBuffer[1]) > (speedBuffer[1] * 0.255) then local co = GetEntityCoords(ped) local fw = Fwv(ped) SetEntityCoords(ped, co.x + fw.x, co.y + fw.y, co.z - 0.47, true, true, true) SetEntityVelocity(ped, velBuffer[2].x, velBuffer[2].y, velBuffer[2].z) Citizen.Wait(1) SetPedToRagdoll(ped, 1000, 1000, 0, 0, 0, 0) end velBuffer[2] = velBuffer[1] velBuffer[1] = GetEntityVelocity(car) if IsControlJustReleased(0, Config.Control) and GetLastInputMethod(0) then SeatbeltON = not SeatbeltON if SeatbeltON then Citizen.Wait(1) if Config.Sounds then TriggerEvent("seatbelt:sounds", "buckle", Config.Volume) end if Config.Notification then Notify(Config.Strings.seatbelt_on) end if Config.Blinker then SendNUIMessage({displayWindow = 'false'}) end isUiOpen = true else if Config.Notification then Notify(Config.Strings.seatbelt_off) end if Config.Sounds then TriggerEvent("seatbelt:sounds", "unbuckle", Config.Volume) end if Config.Blinker then SendNUIMessage({displayWindow = 'true'}) end isUiOpen = true end end elseif InVehicle then InVehicle = false SeatbeltON = false speedBuffer[1], speedBuffer[2] = 0.0, 0.0 if isUiOpen == true and not IsPlayerDead(PlayerId()) then if Config.Blinker then SendNUIMessage({displayWindow = 'false'}) end isUiOpen = false end end end end) Citizen.CreateThread(function() while true do Citizen.Wait(10) local Vehicle = GetVehiclePedIsIn(GetPlayerPed(-1), false) local VehSpeed = GetEntitySpeed(Vehicle) * 3.6 if Config.AlarmOnlySpeed and VehSpeed > Config.AlarmSpeed then ShowWindow = true else ShowWindow = false SendNUIMessage({displayWindow = 'false'}) end if IsPlayerDead(PlayerId()) or IsPauseMenuActive() then if isUiOpen == true then SendNUIMessage({displayWindow = 'false'}) end elseif not SeatbeltON and InVehicle and not IsPauseMenuActive() and not IsPlayerDead(PlayerId()) and Config.Blinker then if Config.AlarmOnlySpeed and ShowWindow and VehSpeed > Config.AlarmSpeed then SendNUIMessage({displayWindow = 'true'}) end end end end) Citizen.CreateThread(function() while true do Citizen.Wait(3500) if not SeatbeltON and InVehicle and not IsPauseMenuActive() and Config.LoopSound and ShowWindow then TriggerEvent("seatbelt:sounds", "seatbelt", Config.Volume) end end end)
--[[ This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:26' using the latest game version. NOTE: This file should only be used as IDE support; it should NOT be distributed with addons! **************************************************************************** CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC. **************************************************************************** ]] ZO_GUILD_FINDER_KEYBOARD_OPTIONS_TREE_WIDTH = 240 ZO_GUILD_FINDER_KEYBOARD_OPTIONS_TREE_LABEL_WIDTH = ZO_GUILD_FINDER_KEYBOARD_OPTIONS_TREE_WIDTH - 64 ZO_GuildFinder_Keyboard_Base = ZO_Object:Subclass() function ZO_GuildFinder_Keyboard_Base:New(...) local object = ZO_Object.New(self) object:Initialize(...) return object end function ZO_GuildFinder_Keyboard_Base:Initialize(control) self.hasDeferredInitialized = false self.listContainer = control:GetNamedChild("List") self.categoryTree = ZO_Tree:New(self.listContainer, 60, -10, ZO_GUILD_FINDER_KEYBOARD_OPTIONS_TREE_WIDTH) self.iconChildlessHeaderTemplateName = self.iconChildlessHeaderTemplateName or "ZO_IconChildlessHeader" local function SetupControlIcon(control, categoryInfo, open) control.icon:SetTexture(open and categoryInfo.down or categoryInfo.up) control.iconHighlight:SetTexture(categoryInfo.over) ZO_IconHeader_Setup(control, open) end local function TreeHeaderSetup_Childless(node, control, categoryInfo, open) control.text:SetModifyTextType(MODIFY_TEXT_TYPE_UPPERCASE) control.text:SetText(categoryInfo.name) SetupControlIcon(control, categoryInfo, open) end local function TreeHeaderSelected_Childless(control, categoryInfo, selected, reselectingDuringRebuild) SetupControlIcon(control, categoryInfo, selected) if selected then self:SetSelectedCategory(categoryInfo) end end local function TreeHeaderSetup_Child(node, control, data, open, userRequested) control.text:SetModifyTextType(MODIFY_TEXT_TYPE_UPPERCASE) control.text:SetText(data.name) SetupControlIcon(control, data, open) if open and userRequested then self.categoryTree:SelectFirstChild(node) end end self.onSetupChildHeader = self.onSetupChildHeader or TreeHeaderSetup_Child local function TreeEntryOnSelected(control, data, selected, reselectingDuringRebuild) control:SetSelected(selected) if selected and not reselectingDuringRebuild then self:SetSelectedCategory(data.data, data.subCategoryData.value) end end local function TreeEntrySetup(node, control, data, open) control:SetSelected(false) control:SetText(data.subCategoryData.name) end local NO_EQUALITY_FUNCTION = nil local NO_SELECTION_FUNCTION = nil local DEFAULT_CHILD_INDENT = nil local CHILD_INDENT = 60 local CHILD_SPACING = 0 self.categoryTree:AddTemplate(self.iconChildlessHeaderTemplateName, TreeHeaderSetup_Childless, TreeHeaderSelected_Childless, NO_EQUALITY_FUNCTION, DEFAULT_CHILD_INDENT, CHILD_SPACING) self.categoryTree:AddTemplate("ZO_GuildFinder_IconHeader", self.onSetupChildHeader, NO_SELECTION_FUNCTION, NO_EQUALITY_FUNCTION, CHILD_INDENT, CHILD_SPACING) self.categoryTree:AddTemplate("ZO_GuildFinder_Tree_SubCategory", TreeEntrySetup, TreeEntryOnSelected) end function ZO_GuildFinder_Keyboard_Base:SetupData(categoryData) self.categoryTree:Reset() self.categoryData = categoryData self.nodeLookupTable = {} for i, data in ipairs(categoryData) do local visible = data.visible or true if type(data.visible) == "function" then visible = data.visible(self) end if visible then if data.subCategories then local parentNode = self.categoryTree:AddNode("ZO_GuildFinder_IconHeader", data) local nodeLookupData = { node = parentNode } table.insert(self.nodeLookupTable, nodeLookupData) for j, subCategoryData in ipairs(data.subCategories) do local node = self.categoryTree:AddNode("ZO_GuildFinder_Tree_SubCategory", { data = data, subCategoryData = subCategoryData }, parentNode) if not nodeLookupData.subCategories then nodeLookupData.subCategories = {} end table.insert(nodeLookupData.subCategories, node) end else local node = self.categoryTree:AddNode(self.iconChildlessHeaderTemplateName, data) local nodeLookupData = { node = node } table.insert(self.nodeLookupTable, nodeLookupData) end end end self.categoryTree:SetExclusive(true) self.categoryTree:SetOpenAnimation("ZO_TreeOpenAnimation") self.categoryTree:Commit() end function ZO_GuildFinder_Keyboard_Base:IsSceneShown() assert(false) -- must be overridden end function ZO_GuildFinder_Keyboard_Base:SetSelectedCategory(newCategory, newValue) if self.selectedCategory ~= newCategory then self.subcategoryValue = nil self:HideSelectedCategory() self.selectedCategory = newCategory self:ShowSelectedCategory() end if self.subcategoryValue ~= newValue then self.subcategoryValue = newValue if self.hasDeferredInitialized then -- managers are not set until deferred initialize self.selectedCategory.manager:SetSubcategoryValue(newValue) end end end function ZO_GuildFinder_Keyboard_Base:HideSelectedCategory() if self:IsSceneShown() then local manager = self.selectedCategory.manager manager:HideCategory() end end function ZO_GuildFinder_Keyboard_Base:ShowSelectedCategory() if self:IsSceneShown() then local manager = self.selectedCategory.manager if self.subcategoryValue then manager:SetSubcategoryValue(self.subcategoryValue) end manager:ShowCategory() end end
local ItemMenuScene = class("ItemMenuScene", Scene) local ItemMenuController = require("scenes.world.menu.ItemMenuController") function ItemMenuScene:initialize() Scene.initialize(self) self:add(ItemMenuController()) end return ItemMenuScene
local KarmaLoot, ns = ... -- Splits strings lol function ns.strSplit(inputstr, sep) if sep == nil then sep = "%s" end local t = {} for str in string.gmatch(inputstr, "([^" .. sep .. "]+)") do table.insert(t, str) end return t end function ns.canOpenRolls() local result = ns.getRaidRankStuff(UnitName("Player")) if result then result = ns.strSplit(result,",") if result[2] == "true" then return true else return false end end end -- Returns whether a player is raid lead, assistant, and master looter function ns.getRaidRankStuff(name) for i = 1, GetNumGroupMembers(), 1 do local member, rank, subgroup, level, class, fileName, zone, online, isDead, role, isML = GetRaidRosterInfo(i) if member == name then return rank .. "," .. tostring(isML) end end end -- Get class color from name and return the hex code to change the color of said name. function ns.prependClassColor(playerName) if playerName then local playerClass = UnitClass(playerName) local classColor = "|cff" .. classColors[playerClass:lower()].hex .. playerName .. "|r" return classColor end end
local io = require('io') local yaml = require('lyaml') local gears = require('gears') local config = {} local settings = {} local configFile = io.open(gears.filesystem.get_configuration_dir() .. '/configs/config.yml', 'r') if configFile then local configYaml = configFile:read('*all') configFile:close() settings = yaml.load(configYaml) end function config.get(key, default) local level = settings for i,k in pairs(gears.string.split(key, '[.]')) do if not level then return default end level = level[k] end return level or default end config.MOD = 'Mod4' return config
local Class = require("lib.Class") local Vector2 = require("lib.Vector2") local T = Class:derive("Transform") function T:new(x, y, sx, sy, angle, vx, vy, yoffset) self.x = x or 0 self.y = y or 0 self.sx = sx or 1 self.sy = sy or 1 self.angle = angle or 0 -- added some velocity self.vx = vx or 0 self.vy = vy or 0 self.enabled = true self.started = true self.y_draw_offset = yoffset or 0 end function T:VectorPos() return Vector2(self.x, self.y) end return T
--A宝玉獣 サファイア・ペガサス -- --Script by Trishula9 function c100290016.initial_effect(c) Duel.EnableGlobalFlag(GLOBALFLAG_SELF_TOGRAVE) --self to grave local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_SELF_TOGRAVE) e1:SetRange(LOCATION_MZONE) e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e1:SetCondition(c100290016.tgcon) c:RegisterEffect(e1) --send replace local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetCode(EFFECT_TO_GRAVE_REDIRECT_CB) e2:SetProperty(EFFECT_FLAG_UNCOPYABLE) e2:SetCondition(c100290016.repcon) e2:SetOperation(c100290016.repop) c:RegisterEffect(e2) --place local e3=Effect.CreateEffect(c) e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e3:SetCode(EVENT_SUMMON_SUCCESS) e3:SetProperty(EFFECT_FLAG_DELAY) e3:SetTarget(c100290016.target) e3:SetOperation(c100290016.operation) c:RegisterEffect(e3) local e4=e3:Clone() e4:SetCode(EVENT_SPSUMMON_SUCCESS) c:RegisterEffect(e4) local e5=e3:Clone() e5:SetCode(EVENT_FLIP_SUMMON_SUCCESS) c:RegisterEffect(e5) end function c100290016.tgcon(e) return not Duel.IsEnvironment(12644061) end function c100290016.repcon(e) local c=e:GetHandler() return c:IsFaceup() and c:IsLocation(LOCATION_MZONE) and c:IsReason(REASON_DESTROY) end function c100290016.repop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local e1=Effect.CreateEffect(c) e1:SetCode(EFFECT_CHANGE_TYPE) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e1:SetReset(RESET_EVENT+RESETS_STANDARD-RESET_TURN_SET) e1:SetValue(TYPE_SPELL+TYPE_CONTINUOUS) c:RegisterEffect(e1) end function c100290016.filter(c) return c:IsSetCard(0x5034) and c:IsType(TYPE_MONSTER) and not c:IsForbidden() and (not c:IsLocation(LOCATION_REMOVED) or c:IsFaceup()) end function c100290016.target(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return e:GetHandler():IsLocation(LOCATION_MZONE) and Duel.GetLocationCount(tp,LOCATION_SZONE)>0 and Duel.IsExistingMatchingCard(c100290016.filter,tp,LOCATION_DECK+LOCATION_GRAVE+LOCATION_HAND+LOCATION_REMOVED,0,1,nil) end end function c100290016.operation(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_SZONE)<=0 then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOFIELD) local g=Duel.SelectMatchingCard(tp,aux.NecroValleyFilter(c100290016.filter),tp,LOCATION_DECK+LOCATION_GRAVE+LOCATION_HAND+LOCATION_REMOVED,0,1,1,nil) local tc=g:GetFirst() if tc then Duel.MoveToField(tc,tp,tp,LOCATION_SZONE,POS_FACEUP,true) local e1=Effect.CreateEffect(e:GetHandler()) e1:SetCode(EFFECT_CHANGE_TYPE) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e1:SetReset(RESET_EVENT+RESETS_STANDARD-RESET_TURN_SET) e1:SetValue(TYPE_SPELL+TYPE_CONTINUOUS) tc:RegisterEffect(e1) end end
vim.api.nvim_create_autocmd("CursorHold", { pattern = "*", callback = function() vim.diagnostic.open_float(nil, { source = "always", focus = false }) end, desc = "Open diagnostics", }) vim.api.nvim_create_autocmd({ "FocusGained", "BufEnter" }, { pattern = "*", callback = function() vim.cmd([[silent! :checktime]]) end, desc = "Sync file changes", }) vim.api.nvim_create_autocmd({ "TextChanged", "FocusLost", "BufEnter", "InsertLeave" }, { pattern = "*", callback = function() vim.cmd([[silent! :update]]) end, desc = "Autosave", }) vim.api.nvim_create_autocmd("TextYankPost", { pattern = "*", callback = function() vim.highlight.on_yank({ higroup = "Visual", timeout = 300, on_visual = true, on_macro = true }) end, desc = "Highlight yanked text", })
function div(a, b) return math.floor(a/b) end for line in io.lines(arg[1]) do local v, z, w, h = line:match("Vampires: (%d+), Zombies: (%d+), Witches: (%d+), Houses: (%d+)") print(v + z + w == 0 and 0 or div((v * 3 + z * 4 + w * 5) * h, v + z + w)) end
NativeEvent.callNativeEvent = function(self , keyParm , data) if data then dict_set_string(keyParm,keyParm..kparmPostfix,data); end dict_set_string(NativeEvent.s_luaCallEvent,NativeEvent.s_luaCallEvent,keyParm); call_native(NativeEvent.s_luaCallNavite); end NativeEvent.getWriteLogPath = function(self) end NativeEvent.setFPS = function(self, fps) end NativeEvent.IosPayResultCallback = function (self,orderId) end NativeEvent.checkUnfinishIAP = function (self,orderId) end NativeEvent.Exit = function(self) end NativeEvent.StartSystemTimer = function(self,id,time) end NativeEvent.StopSystemTimer = function(self,id) end NativeEvent.getVersion = function(self,httpUrl,savePath,timeout) EventDispatcher.getInstance():dispatch(Event.Call,"getVersion",false); end NativeEvent.getUpdate = function(self,httpUrl,savePath,timeout) EventDispatcher.getInstance():dispatch(Event.Call,"getUpdate",false); end NativeEvent.showDownloadFileDialog = function(self, str) end NativeEvent.closeDownloadFileDialog = function(self) end NativeEvent.GuestLogin = function(self) end NativeEvent.getMachineId = function(self) end NativeEvent.getDeviceId = function(self) end NativeEvent.sendSmsByRegister = function(self) end NativeEvent.openBrowser = function(self) end NativeEvent.sendSmsByGetNewPW = function(self) end NativeEvent.openSmsEdit = function(self, data) end NativeEvent.openNetSettings = function(self) end NativeEvent.CloseStartScreen = function(self) end NativeEvent.getPhoneInfo = function(self) end NativeEvent.StartMobilePay = function(self) end NativeEvent.StartHuaJianPay = function(self) end NativeEvent.StartWoPay = function(self) end NativeEvent.StartTelecomPay = function(self) end NativeEvent.StartAlixPay = function(self) end NativeEvent.StartUnionPay = function(self) end NativeEvent.StartYiBaoPay = function(self) end NativeEvent.StartMMbillingPay = function(self) end NativeEvent.openIosWebPay = function (self,data) -- body end NativeEvent.closeIosWebPay = function (self) -- body end NativeEvent.backIosWebPay = function (self) -- body end NativeEvent.StartQianChiPay = function(self) end NativeEvent.StartHuaFuBaoPay = function(self) end NativeEvent.DeviceShake = function(self) end NativeEvent.chooseImage = function(self, data) end NativeEvent.uploadFeedbackImage = function(self, data) end NativeEvent.UploadHeadImage = function(self,data) end NativeEvent.sendFeedbackInfo = function ( self,data) end NativeEvent.openFeedback = function ( self ) end NativeEvent.notifygetFeedback = function ( self,data ) end NativeEvent.openHelp = function ( self ) end NativeEvent.openSecrecy = function ( self,data ) end NativeEvent.closeSecrecy = function ( self ) end NativeEvent.sendFeedbackResult = function ( self , data ) end NativeEvent.getFeedbackListResult = function ( self , data) end NativeEvent.closeTicketResult = function ( self , data) end -- Umeng调用onEvent统计事件,事件ID需要先在Umeng控制台配置 NativeEvent.umengEvent = function(self, eventId) end --检测是否有网络,返回json格式 NativeEvent.GetNetworkAvailability = function(self) end --活动网络是否有效,返回json格式 NativeEvent.GetNetworkActivity = function(self) end NativeEvent.downloadFile = function(self, loadUrl , savaPath) end NativeEvent.preloadSound = function(self) end --友盟错误上报 NativeEvent.umengError = function(self, errType , errContext) end --获取电量 NativeEvent.getBatteryLevel = function(self) end NativeEvent.getSignalStrength = function(self) end NativeEvent.getMemory = function(self) end NativeEvent.getNetworkType = function(self) end NativeEvent.uploadLogFile = function(self,json_data) end NativeEvent.NewWebView = function(rect) end NativeEvent.SetWebViewUrl = function(handle, url) end NativeEvent.GoBackWebView = function(self, handle) end NativeEvent.DelView = function(self, handle) end NativeEvent.ShowEmbedWebView = function ( self ) end NativeEvent.HideEmbedWebView = function ( self ) end NativeEvent.hideWebView = function(self, handle) end NativeEvent.autoDial = function(self,json_data) end NativeEvent.autoSelectDial = function(self,json_data) end NativeEvent.getContacts = function(self) end NativeEvent.updateAPK = function ( self, download_path, save_path ) end NativeEvent.installApk = function (self , apk_path) end NativeEvent.ShowLoadingScene = function(self,msg) end NativeEvent.HideLoadingScene = function(self) end NativeEvent.ShowLoadingDialog = function(self,msg,displayTime) LoadingView.setDefaultDisplayTime(displayTime); LoadingView.getInstance():showText(msg); end NativeEvent.HideLoadingDialog = function(self) LoadingView.getInstance():hidden(); end NativeEvent.ShowToast = function(self,msg,long) end --解压新游戏 NativeEvent.unzipNewGames = function(self,msg,long) end --SD卡是否可用 NativeEvent.isSDCardAvailable = function(self) return true; end NativeEvent.openWebPage = function(self,json_data) end NativeEvent.startTongYiPay = function(self,json_data,userId) end NativeEvent.isCanReadFile = function(self,filePath) end NativeEvent.isCanWriteFile = function(self,filePath) end NativeEvent.isWXAppSupportPaymentForLua = function(self) end NativeEvent.openWeiXin = function(self) end NativeEvent.weixinCheckSupportSendToFriendsCirCleForLua = function(self) end NativeEvent.weixinSendText = function(self, text, isSendToFriendsCircle) end NativeEvent.weixinTakeScreenShotAndSendImage = function(self, isSendToFriendsCircle) end NativeEvent.weixinSendImage = function(self, imagePath, isSendToFriendsCircle) end --微信合成图片然后再进行分享 NativeEvent.weixinMergeAndSendImage = function(self, imageBgPath, tilesets, isSendToFriendsCircle) end NativeEvent.weixinSendWebPage = function(self, url, title, desc,headPath,isSendToFriendsCircle) end NativeEvent.weixinTakeScreenShotAndSendWebPage = function(self, url, title, desc, isSendToFriendsCircle) end NativeEvent.takeScreenShotAndSaveToLocal = function(self, title) end NativeEvent.saveImageToPhotoAlbum = function(self, imagePath) end NativeEvent.openQQ = function(self) end --QQ分享 图文分享 NativeEvent.qqShareWebPage = function(self, targetUrl, title, desc, imageUrl, isSendToFriendsCircle) end NativeEvent.CloseRoomPopu = function(self) end NativeEvent.ShowRoomFanHelp = function(self) end NativeEvent.StartOSTimeoutClock = function(self, isSocketOpen) end NativeEvent.RemoveTimeoutClock = function(self) end --短信监听 NativeEvent.registerSmsObserver = function(self) end --取消短信监听 NativeEvent.unRegisterSmsObserver = function(self) end NativeEvent.getNetWorkTypeForLua = function(self) end NativeEvent.getNetWorkAvalible = function(self) return true; end NativeEvent.checkJsonValid = function(self) return 1; end NativeEvent.setGameUpdateInfo = function(self, gameUpdateInfo) end -------------------------------GodSDK相关------------------------- -- 请求登录 NativeEvent.requestGodSDKLogin = function(self) end -- 请求GodSDK的支付 NativeEvent.requestGodSDKPay = function(self) end -- 同步判断GodSDKAccount是否支持切换账号 NativeEvent.isGodSDKSupportSwitchAccount = function(self) end -- 请求切换账号 NativeEvent.requestGodSDKSwitchAccount = function(self) end -- 同步判断GodSDKAccount是否支持退出 NativeEvent.isGodSDKSupportQuit = function(self) end -- 请求GodSDK的退出 NativeEvent.requestGodSDKQuit = function(self) end NativeEvent.callSpecialMethod = function(self) end NativeEvent.getGeTuiToken = function(self) end -- 获取metaData NativeEvent.getMetaData = function(self) return kTestUmeng; end; NativeEvent.createDirectory = function(self,path) path = path or ""; path = string.gsub(path, '/', '\\'); os.execute(" if not exist "..path.." mkdir "..path); end NativeEvent.deleteDirectory = function(self,path) path = path or ""; path = string.gsub(path, '/', '\\'); os.execute("del /s/q "..path); os.execute("rd /s/q "..path); end NativeEvent.clearDirectory = function(self,path) path = path or ""; path = string.gsub(path, '/', '\\'); os.execute("del /s/q "..path); os.execute("rd /s/q "..path); os.execute("mkdir "..path); end -----------------------------videosdk相关----------------------------- NativeEvent.videoLogin = function(self) end NativeEvent.videoLogout = function(self) end NativeEvent.videoOpenMicrophone = function(self) end NativeEvent.videoCloseMicrophone = function(self) end -----------------------------imsdk相关----------------------------- NativeEvent.imGetCurrentLocation = function(self) end NativeEvent.imGetContractsInfo = function(self) end NativeEvent.imStopAudioRecord = function(self) end NativeEvent.imStartAudioRecord = function(self) end NativeEvent.imStartAudioPlay = function(self) end NativeEvent.imStopAudioPlay = function(self) end NativeEvent.imGetGotoGps = function(self) end NativeEvent.clipboardSetText = function(self, text) end NativeEvent.clipboardGetText = function(self) end NativeEvent.clipboardClean = function(self) end NativeEvent.openSms = function(self, text) end ------------------------二维码扫描-------------------- NativeEvent.createQR = function(self, str) end NativeEvent.scanQR = function(self) end NativeEvent.changeScreenOrientation = function(self, state) end NativeEvent.getCurScreenOrientation = function(self) end NativeEvent.getWifiState = function(self) return 1; end NativeEvent.enterServiceChat = function(self, tab) end NativeEvent.getCallAppParam = function(self) return ""; end
local utils = require('util') local fs = require('fs') local path = require('path') local assert = require('assert') local tap = require('util/tap') local lmedia = require("lmedia") local lreader = require("lmedia.ts.reader") local basePath = utils.dirname() local test = tap.test -- 这个测试将从 TS 流中分离出单纯的 ES 流 test('test_hls_reader', function() local filename = path.join(basePath, '../../app/camera/examples/hd.ts') local fileData = fs.readFileSync(filename) print('source ts file: ' .. filename) print('source ts file length: ' .. #fileData) local fileSize = #fileData local list = {} local sample = {} local sampleSize = 0 local audioSize = 0 local lastTime = 0 console.log(lreader) local output = {} local adts = {} local reader = nil reader = lreader.open(function(sampleData, sampleTime, flags) if ((flags & lreader.FLAG_IS_AUDIO) ~= 0) then table.insert(adts, sampleData) return end table.insert(output, sampleData) --print('flags', flags) sampleSize = sampleSize + #sampleData if (flags & lreader.FLAG_IS_SYNC) ~= 0 then lastTime = sampleTime if (sampleSize > 0) then list[#list + 1] = sampleSize console.log('sample', lastTime, sampleSize) end sampleSize = 0 end --console.log(sampleTime, flags) --console.printBuffer(sampleData) end) local offset = 1 local chunkSize = 1024 while (true) do local packet = fileData:sub(offset, offset + chunkSize - 1) if (not packet) then break end reader:read(packet, 0) offset = offset + chunkSize if (offset > fileSize) then break end end reader:close() local data = table.concat(output) local filename = path.join(basePath, '../build/output1.h264') fs.writeFileSync(filename, data) print('output es file: ' .. filename) print('output es file length: ' .. #data) local data = table.concat(adts) local filename = path.join(basePath, '../build/output1.aac') fs.writeFileSync(filename, data) print('output es file: ' .. filename) print('output es file length: ' .. #data) end) tap.run()
require 'rockspec' package('wonderland','1.0') Lua.module.wonderland.alice() Lua.module.wonderland.caterpillar() rockspec.write()
---------------------------------------------------------------------------------------------- -- -- -- PATHS ---------------------------------------------------------------------------------------------- -- -- GENERIC PATHS path_mod = "__water-belts__/" -- Libraries path_public_lib = path_mod .. "lib/public/" path_private_lib = path_mod .. "lib/private/" ---------------------------------------------------------------------------------------------- -- -- PROTOTYPES PATHS path_prototypes = path_mod .. "prototypes/" ---------------------------------------------------------------------------------------------- -- -- COMPATIBILITY SCRIPTS PATHS ---------------------------------------------------------------------------------------------- path_compatibility_scripts = path_mod .. "compatibility/"
--Cat Rain function c600019.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetCode(EVENT_BATTLE_DESTROYED) e1:SetCondition(c600019.condition) e1:SetTarget(c600019.sptg) e1:SetOperation(c600019.sumop) c:RegisterEffect(e1) end function c600019.cfilter(c,tp) return c:IsReason(REASON_BATTLE) and c:IsLocation(LOCATION_GRAVE) and c:GetPreviousControler()==tp and (c:IsSetCard(0x1538) or c:IsSetCard(0x150e)) end function c600019.condition(e,tp,eg,ep,ev,re,r,rp) return eg:IsExists(c600019.cfilter,1,nil,tp) end function c600019.filter2(c,e,tp) return (c:IsSetCard(0x1538) or c:IsSetCard(0x150e)) and c:IsType(TYPE_MONSTER) and c:IsLevelBelow(4)--c:GetCode()==100000171 and c:IsCanBeSpecialSummoned(e,0,tp,false,false) and not c:IsHasEffect(EFFECT_NECRO_VALLEY) end function c600019.sptg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and c600019.filter2(chkc,e,tp) end if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsExistingTarget(c600019.filter2,tp,LOCATION_GRAVE,0,1,nil,e,tp) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectTarget(tp,c600019.filter2,tp,LOCATION_GRAVE,0,1,1,nil,e,tp) Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,g,1,0,0) end function c600019.sumop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) and Duel.SpecialSummonStep(tc,0,tp,tp,false,false,POS_FACEUP_DEFENCE) and (tc:IsSetCard(0x1538) or tc:IsSetCard(0x150e)) then local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_DISABLE) e1:SetReset(RESET_EVENT+0x1fe0000) tc:RegisterEffect(e1) local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetCode(EFFECT_DISABLE_EFFECT) e2:SetReset(RESET_EVENT+0x1fe0000) tc:RegisterEffect(e2) --maintain local e4=Effect.CreateEffect(c) e4:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS) e4:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE) e4:SetCode(EVENT_PHASE+PHASE_END) e4:SetRange(LOCATION_MZONE) e4:SetCountLimit(1) e4:SetOperation(c600019.mtop) e4:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_END) tc:RegisterEffect(e4) end Duel.SpecialSummonComplete() end function c600019.mtop(e,tp,eg,ep,ev,re,r,rp) Duel.SendtoGrave(e:GetHandler(),REASON_COST) end
local Gui = require("api.Gui") local Ui = require("api.Ui") local Draw = require("api.Draw") local IUiLayer = require("api.gui.IUiLayer") local IInput = require("api.gui.IInput") local InputHandler = require("api.gui.InputHandler") local Treemap = require("mod.treemap.api.gui.Treemap") local TreemapViewer = class.class("TreemapViewer", IUiLayer) TreemapViewer:delegate("input", IInput) function TreemapViewer:init(t, depth) assert(type(t) == "table") if next(t) == nil then error("Table has no elements.") end self.depth = depth or 3 self.treemap = Treemap:new(t, self.depth) self.trail = {} self.selected = 1 self.input = InputHandler:new() self.input:bind_keys(self:make_keymap()) end function TreemapViewer:default_z_order() return 100000000 end function TreemapViewer:make_keymap() return { cancel = function() self:go_back() end, escape = function() self:go_back() end, enter = function() self:choose() end, north = function() self:select_prev() end, south = function() self:select_next() end, } end function TreemapViewer:select_next() self.selected = math.min(self.selected + 1, #self.treemap.sizes) end function TreemapViewer:select_prev() self.selected = math.max(self.selected - 1, 1) end function TreemapViewer:choose() local size = self.treemap.sizes[self.selected] if size and size.cell.child and next(size.value) then self.trail[#self.trail+1] = { self.treemap, self.selected } self.treemap = size.cell.child self.selected = 1 self:relayout() self:halt_input() end end function TreemapViewer:go_back() if #self.trail == 0 then self.canceled = true return end self.treemap = self.trail[#self.trail][1] self.selected = self.trail[#self.trail][2] self.trail[#self.trail] = nil self:relayout() self:halt_input() end function TreemapViewer:on_query() Gui.play_sound("base.pop2") end function TreemapViewer:relayout(x, y, width, height) local pad = 150 if width and self.width == nil then self.x, self.y, self.width, self.height = Ui.params_centered(width - pad, height - pad) end self.treemap:relayout(0, 0, self.width, self.height) self.canvas = Draw.create_canvas(self.width, self.height) self.redraw = true end function TreemapViewer:draw() if self.redraw then Draw.set_color(255, 255, 255) Draw.with_canvas(self.canvas, function() self.treemap:draw() end) self.redraw = false end Draw.image(self.canvas, self.x, self.y) local size = self.treemap.sizes[self.selected] if size and size.cell.x then Draw.set_color(255, 255, 255, 80) Draw.filled_rect(self.x + size.cell.x, self.y + size.cell.y, size.cell.width, size.cell.height) end end function TreemapViewer:update(dt) self.treemap:update(dt) if self.canceled then return nil, "canceled" end end function TreemapViewer.inspect(t, depth) TreemapViewer:new(t, depth):query() end return TreemapViewer