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return Def.ActorFrame { Def.Quad{ InitCommand=cmd(halign,0;x,SCREEN_LEFT;y,SCREEN_CENTER_Y-160;zoomto,SCREEN_WIDTH-200,24;diffuse,color("#000000")); }; Def.Quad{ InitCommand=cmd(halign,0;x,SCREEN_LEFT;y,SCREEN_CENTER_Y-130;zoomto,SCREEN_WIDTH-200,24;diffuse,color("#000000")); }; Def.Quad{ InitCommand=cmd(halign,0;x,SCREEN_LEFT;y,SCREEN_CENTER_Y-100;zoomto,SCREEN_WIDTH-200,24;diffuse,color("#000000")); }; Def.Quad{ InitCommand=cmd(halign,0;x,SCREEN_LEFT;y,SCREEN_CENTER_Y-70;zoomto,SCREEN_WIDTH-200,24;diffuse,color("#000000")); }; Def.Quad{ InitCommand=cmd(halign,0;x,SCREEN_LEFT;y,SCREEN_CENTER_Y-40;zoomto,SCREEN_WIDTH-200,24;diffuse,color("#000000")); }; Def.Quad{ InitCommand=cmd(halign,0;x,SCREEN_LEFT;y,SCREEN_CENTER_Y-10;zoomto,SCREEN_WIDTH-200,24;diffuse,color("#000000")); }; Def.Quad{ InitCommand=cmd(halign,0;x,SCREEN_LEFT;y,SCREEN_CENTER_Y+20;zoomto,SCREEN_WIDTH-500,24;diffuse,color("#000000")); }; LoadActor( "Back" )..{ InitCommand=cmd(Center); OnCommand=cmd(addx,-SCREEN_WIDTH;sleep,0.5;accelerate,0.5;addx,SCREEN_WIDTH); OffCommand=cmd(sleep,1;accelerate,0.5;addx,SCREEN_WIDTH); }; };
_ENV=namespace () using_namespace "luaClass" using_namespace "container" using_namespace "game" class("AnimateManager"){ CLASS_DEBUG(false); public{ STATICFUNC.getInstance(function(cls) if cls.s_instance==nil then cls.s_instance=cls() end return cls.s_instance end); } } function AnimateManager:AnimateManager() self.path=Path:getInstance().root.animation self.skillPath=Path:getInstance().root.skillAnimation self.skillBuffer={} end function AnimateManager:createBattleAnimate(animation) local animateName=animation.name self:loadAnimateByFile(self.path..animateName) local attack=self:createAction(animateName,1,animation.attackEndIndex,animation.attacktime,"attack"):retain() local defend=self:createAction(animateName,1,animation.defendEndIndex,animation.defendtime,"defend"):retain() local stand=self:createAction(animateName,1,animation.standEndIndex,animation.standtime,"stand"):retain() local move=self:createAction(animateName,1,animation.moveEndIndex,animation.movetime,"move"):retain() local sprite=cc.Sprite:createWithSpriteFrame(cc.SpriteFrameCache:getInstance():getSpriteFrame( string.format( "%s_%s_%i.png",animateName,"stand",1 ) )) return SpriteAnimate(sprite,attack,defend,stand,move,animation) end function AnimateManager:loadAnimateByFile(fileName) display.loadSpriteFrames(fileName..".plist",fileName..".png") end function AnimateManager:createAction(prefix,fromIndex,endIndex,time,modName) -- body local t={} for i=fromIndex,endIndex do t[#t+1]= cc.SpriteFrameCache:getInstance():getSpriteFrame( string.format( "%s_%s_%i.png",prefix,modName,i ) ) end local timGap=time/(endIndex-fromIndex+1) local anim=cc.Animation:createWithSpriteFrames(t,timGap) anim:setRestoreOriginalFrame( true ) local action=cc.Animate:create(anim) if(modName=="stand")then return cc.RepeatForever:create(action) else return action end end function AnimateManager:getSkillAnimation(animationName) local res=self.skillBuffer[animationName] if res then return res end self:loadAnimateByFile(self.skillPath..animationName) local animation=ResScriptManager:getInstance().skillAnimationsQuery:get(animationName) local action=self:createAction(animationName,1,animation.animationEndIndex,animation.time,"skill") action:retain() self.skillBuffer[animationName]=action return action end function AnimateManager:clearSkillAnimation() for _,action in pairs(self.skillBuffer) do action:release() end self.skillBuffer={} end
local map = wincent.vim.map local imap = function (lhs, rhs, opts) opts = opts or {} return map('i', lhs, rhs, opts) end return imap
return { base00 = "011627", -- bg base01 = "0c2132", -- lightbg base02 = "172c3d", -- selection bg base03 = "223748", -- comments, line highlighting base04 = "2c4152", -- dark foreground base05 = "aeb6c3", -- Default Foreground, Caret, Delimiters, Operators base06 = "d6deeb", -- Light Foreground (Not often used) base07 = "feffff", -- Light Background (Not often used) base08 = "7fdbca", -- Variables, XML Tags, Markup Link Text, Markup Lists, Diff Deleted base09 = "f78c6c", -- Integers, Boolean, Constants, XML Attributes, Markup Link Url base0A = "c792ea", -- Classes, Markup Bold, Search Text Background base0B = "ecc48d", -- Strings, Inherited Class, Markup Code, Diff Inserted base0C = "91b9ff", -- Support, Regular Expressions, Escape Characters, Markup Quotes base0D = "82aaff", -- Functions, Methods, Attribute IDs, Headings base0E = "c792ea", -- Keywords, Storage, Selector, Markup Italic, Diff Changed base0F = "d6deeb", -- Deprecated, Opening/Closing Embedded Language Tags, e.g. <?php ?> }
--[[ Copyright (c) 2016, Steve Freegard <steve.freegard@fsl.com> Copyright (c) 2016, Vsevolod Stakhov Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ]]-- -- Check messages for 'bulkiness' using DCC local N = 'dcc' local symbol_bulk = "DCC_BULK" local symbol = "DCC_REJECT" local opts = rspamd_config:get_all_opt(N) local lua_util = require "lua_util" local rspamd_logger = require "rspamd_logger" local dcc = require("lua_scanners").filter('dcc').dcc if confighelp then rspamd_config:add_example(nil, 'dcc', "Check messages for 'bulkiness' using DCC", [[ dcc { socket = "/var/dcc/dccifd"; # Unix socket servers = "127.0.0.1:10045" # OR TCP upstreams timeout = 2s; # Timeout to wait for checks body_max = 999999; # Bulkness threshold for body fuz1_max = 999999; # Bulkness threshold for fuz1 fuz2_max = 999999; # Bulkness threshold for fuz2 } ]]) return end local rule local function check_dcc (task) dcc.check(task, task:get_content(), nil, rule) end -- Configuration -- WORKAROUND for deprecated host and port settings if opts['host'] ~= nil and opts['port'] ~= nil then opts['servers'] = opts['host'] .. ':' .. opts['port'] rspamd_logger.warnx(rspamd_config, 'Using host and port parameters is deprecated. '.. 'Please use servers = "%s:%s"; instead', opts['host'], opts['port']) end if opts['host'] ~= nil and not opts['port'] then opts['socket'] = opts['host'] rspamd_logger.warnx(rspamd_config, 'Using host parameters is deprecated. '.. 'Please use socket = "%s"; instead', opts['host']) end -- WORKAROUND for deprecated host and port settings if not opts.symbol_bulk then opts.symbol_bulk = symbol_bulk end if not opts.symbol then opts.symbol = symbol end rule = dcc.configure(opts) if rule then local id = rspamd_config:register_symbol({ name = 'DCC_CHECK', callback = check_dcc }) rspamd_config:register_symbol{ type = 'virtual', parent = id, name = opts.symbol } rspamd_config:register_symbol{ type = 'virtual', parent = id, name = opts.symbol_bulk } rspamd_config:register_symbol{ type = 'virtual', parent = id, name = 'DCC_FAIL' } rspamd_config:set_metric_symbol({ group = N, score = 1.0, description = 'Detected as bulk mail by DCC', one_shot = true, name = opts.symbol_bulk, }) rspamd_config:set_metric_symbol({ group = N, score = 2.0, description = 'Rejected by DCC', one_shot = true, name = opts.symbol, }) rspamd_config:set_metric_symbol({ group = N, score = 0.0, description = 'DCC failure', one_shot = true, name = 'DCC_FAIL', }) else lua_util.disable_module(N, "config") rspamd_logger.infox('DCC module not configured'); end
-- Copyright (C) by Midoks(midoks@163.com) -- http://www.graphicsmagick.org/download.html local time_helper = require "resty.gm.time_helper" local setmetatable = setmetatable local _M = { _VERSION = '0.01' } local mt = { __index = _M } local debug_sort = 0 function _M.new(self) local p = setmetatable({ gm_path = 'gm', gm_cmd = '', gm_bg_color = 'white', start_time = time_helper.current_time_millis(), debug = false }, mt) return p end function _M.setBin( self, path ) self.gm_path = path end --[[ clear cmd value ]] function _M:clear(self) self.gm_cmd = "" end --[[ format conversion @param o_img string:original picture @param n_img string:now pictures @param q int :quality ]] function _M.gm_format(self,o_img, n_img, q) local cmd = '' if q > 0 then cmd = "convert -quality " .. q .. " "..o_img.." +profile \"*\" "..n_img else cmd = "convert "..o_img.." +profile \"*\" "..n_img end self.gm_cmd = cmd end --[[ quality @param o_img :original picture @param n_img :now pictures @param quality :quality ]] function _M.gm_quality(self,o_img, n_img, q) local cmd = "convert -quality ".. q.. " "..o_img.." +profile \"*\" "..n_img self.gm_cmd = cmd end --[[ thumbnail @param o_img :original picture @param n_img :now pictures @param w :width @param h :height @crop_type : ""-> 填充后保证等比缩图 1 _ -> 等比缩图 2 ! -> 非等比缩图,按给定的参数缩图(缺点:长宽比会变化) 3 ^ -> 裁剪后保证等比缩图 (缺点:裁剪了图片的一部分) 4 > -> 只缩小不放大 5 $ -> 限制宽度,只缩小不放大(比如网页版图片用于手机版时) 6 ]] function _M.gm_thumbnail(self, o_img, n_img, w, h, crop_type, q) local cmd = '' if q > 0 then cmd = 'convert ' .. o_img .. " -quality "..q else cmd = 'convert ' .. o_img end if (crop_type == '') then cmd = cmd..' -thumbnail '.. w..'x'..h .. ' -background ' .. self.gm_bg_color .. ' -gravity center -extent ' .. w..'x'..h elseif (crop_type == '_') then cmd = cmd..' -thumbnail '.. w..'x'..h elseif (crop_type == '!') then cmd = cmd..' -thumbnail "'.. w..'x'..h .. '!" -extent ' .. w..'x'..h elseif (crop_type == '^') then cmd = cmd..' -thumbnail "'.. w..'x'..h .. '^" -extent ' .. w..'x'..h elseif (crop_type == '>' or crop_type == '$') then cmd = cmd..' -resize "'.. w..'x'..h .. '>"' else self:log('crop_type error:'..crop_type) ngx.exit(404) end cmd = cmd .." +profile \"*\" " .. ' '..n_img self.gm_cmd = cmd end --[[ download @param path : path @param url : url ]] function _M.download( self, path, url ) local time_start = time_helper.current_time_millis() local file, err = io.open(path) if err then os.execute('curl -o '..path..' '..url) else file:close() end if self.debug then local time_end = time_helper.current_time_millis() self:log("*----*download consuming:".. (time_end - time_start)*1000 .."ms*----*") end end --[[ debug false or true @param bool b ngx.header["gm-debug-s"] = " ---- debug start ---- " ngx.header["gm-debug-e"] = " ---- debug end ---- " ]] function _M.D(self, d) if d then self.debug = d self:log("*----*debug start*----*") end end --[[ log ]] function _M.log(self, msg) if self.debug then ngx.header["gm-debug-"..debug_sort] = msg debug_sort = debug_sort + 1 end end function _M.run(self) local gm_cmd = self.gm_path .. " " .. self.gm_cmd self:log(gm_cmd) os.execute(gm_cmd) self:log("*----*debug end* ----*") if self.debug then local time_end = time_helper.current_time_millis() self:log("*----*time consuming:".. (time_end - self.start_time)*1000 .."ms* ----*") end debug_sort = 0 end function _M.i(self) local list = { 0x47,0x49,0x46,0x38,0x39,0x61, 0x01,0x00,0x01,0x00,0x80,0xff, 0x00,0xff,0xff,0xff,0x00,0x00, 0x00,0x2c,0x00,0x00,0x00,0x00, 0x01,0x00,0x01,0x00,0x00,0x02, 0x02,0x44,0x01,0x00,0x3b } ngx.header.content_type = "image/jpeg" local s = "" for i=1,table.getn(list) do s = s..string.format("%c", list[i]) end ngx.say(s) return true end -- test function _M.t( self ) ngx.header.content_type ="text/plain"; ngx.say('t') end return _M
-- local function data(file, tag, names, stripFunc, postFunc) local parser = require "otherData.featParser" local names = { "Chronicler", "Archival Training", "Archive Tutor", "Targeted Profiling", "Observation Party", "Cinematic Analysis" } local m = string.match local function strip(parser, str) -- local firstFeat = parser.names[1] return str end local function post(feats, str) local ex = {} return ex end return parser("chronicler.txt", "Chronicler Class", names, strip)
-- router_mgr.lua local pairs = pairs local log_err = logger.err local log_info = logger.info local mrandom = math.random local signal_quit = signal.quit local tinsert = table.insert local tunpack = table.unpack local sformat = string.format local sid2name = service.id2name local srouter_id = service.router_id local check_success = utility.check_success local qhash_code = quanta.hash_code local timer_mgr = quanta.get("timer_mgr") local thread_mgr = quanta.get("thread_mgr") local event_mgr = quanta.get("event_mgr") local update_mgr = quanta.get("update_mgr") local config_mgr = quanta.get("config_mgr") local NetwkTime = enum("NetwkTime") local RouterMgr = singleton() local prop = property(RouterMgr) prop:accessor("master", nil) prop:accessor("routers", {}) prop:accessor("candidates", {}) prop:accessor("ready_watchers", {}) prop:accessor("close_watchers", {}) function RouterMgr:__init() self:setup() end --初始化 function RouterMgr:setup() --router配置 self:load_router() --router接口 self:build_service() --注册事件 event_mgr:add_listener(self, "rpc_router_update") event_mgr:add_listener(self, "rpc_service_close") event_mgr:add_listener(self, "rpc_service_ready") event_mgr:add_listener(self, "rpc_service_kickout") --加入更新 update_mgr:attach_frame(self) --心跳定时器 timer_mgr:loop(NetwkTime.HEARTBEAT_TIME, function() for _, node in pairs(self.routers) do node.client:heartbeat() end end) end --添加router function RouterMgr:add_router(router_conf, index) local router_id = srouter_id(router_conf.host_id, index) if not self.routers[router_id] then local host = router_conf.host --端口推导 local port = router_conf.port + (index - 1) local RpcClient = import("network/rpc_client.lua") self.routers[router_id] = { addr = host, router_id = router_id, next_connect_time = 0, client = RpcClient(self, host, port) } end end --错误处理 function RouterMgr:on_socket_error(client, token, err) log_err("[RouterMgr][on_socket_error] router lost %s:%s, err=%s", client.ip, client.port, err) end --连接成功 function RouterMgr:on_socket_connect(client, res) log_info("[RouterMgr][on_socket_connect] router %s:%s success!", client.ip, client.port) --switch master self:switch_master() --server register client:send("rpc_service_register", quanta.id) end --切换主router function RouterMgr:switch_master() self.candidates = {} for _, node in pairs(self.routers) do if node.client:is_alive() then tinsert(self.candidates, node) end end local node = self:random_router() if node then self.master = node log_info("[RouterMgr][switch_master] switch router addr: %s", node.addr) end end --更新 function RouterMgr:on_frame() local now_tick = quanta.now for _, node in pairs(self.routers) do local client = node.client if not client:is_alive() then if now_tick > node.next_connect_time then node.next_connect_time = now_tick + NetwkTime.RECONNECT_TIME client:connect() end else if client:check_lost(now_tick) then log_info("[RouterMgr][on_frame] router lost: %s:%s", client.ip, client.port) if node == self.master then self:switch_master() end end end end end --查找指定router function RouterMgr:get_router(router_id) return self.routers[router_id] end --查找随机router function RouterMgr:random_router() local count = #self.candidates if count > 0 then return self.candidates[mrandom(count)] end end --查找hash router function RouterMgr:hash_router(hash_key) local count = #self.candidates if count > 0 then local index = qhash_code(hash_key, count) return self.candidates[index] end end --通过router发送点对点消息 function RouterMgr:forward_client(router, method, ...) if router then return router.client:forward_socket(method, ...) end return false, "router not connected" end --通过router发送广播,并收集所有的结果 function RouterMgr:collect(service_id, rpc, ...) local collect_res = {} local session_id = thread_mgr:build_session_id() local ok, code, target_cnt = self:forward_client(self.master, "call_broadcast", session_id, service_id, rpc, ...) if ok and check_success(code) then while target_cnt > 0 do target_cnt = target_cnt - 1 local ok_c, code_c, res = thread_mgr:yield(session_id, "collect", NetwkTime.RPC_CALL_TIMEOUT) if ok_c and check_success(code_c) then tinsert(collect_res, res) end end end return ok, code, collect_res end --通过router传递广播 function RouterMgr:broadcast(service_id, rpc, ...) return self:forward_client(self.master, "call_broadcast", 0, service_id, rpc, ...) end --发送给指定目标 function RouterMgr:call_target(target, rpc, ...) if target == quanta.id then local res = event_mgr:notify_listener(rpc, ...) return tunpack(res) end local session_id = thread_mgr:build_session_id() return self:forward_client(self:hash_router(target), "call_target", session_id, target, rpc, ...) end --发送给指定目标 function RouterMgr:send_target(target, rpc, ...) if target == quanta.id then event_mgr:notify_listener(rpc, ...) return true end return self:forward_client(self:hash_router(target), "call_target", 0, target, rpc, ...) end --发送给指定目标 function RouterMgr:random_call(target, rpc, ...) local session_id = thread_mgr:build_session_id() return self:forward_client(self:random_router(), "call_target", session_id, target, rpc, ...) end --发送给指定目标 function RouterMgr:random_send(target, rpc, ...) return self:forward_client(self:random_router(), "call_target", 0, target, rpc, ...) end --指定路由发送给指定目标 function RouterMgr:router_call(router_id, target, rpc, ...) local session_id = thread_mgr:build_session_id() return self:forward_client(self:get_router(router_id), "call_target", session_id, target, rpc, ...) end --指定路由发送给指定目标 function RouterMgr:router_send(router_id, target, rpc, ...) return self:forward_client(self:get_router(router_id), "call_target", 0, target, rpc, ...) end --发送给指定service的hash function RouterMgr:call_hash(service_id, hash_key, rpc, ...) local session_id = thread_mgr:build_session_id() return self:forward_client(self:hash_router(hash_key), "call_hash", session_id, service_id, hash_key, rpc, ...) end --发送给指定service的hash function RouterMgr:send_hash(service_id, hash_key, rpc, ...) return self:forward_client(self:hash_router(hash_key), "call_hash", 0, service_id, hash_key, rpc, ...) end --发送给指定service的hash function RouterMgr:random_hash(service_id, hash_key, rpc, ...) return self:forward_client(self:random_router(hash_key), "call_hash", 0, service_id, hash_key, rpc, ...) end --发送给指定service的random function RouterMgr:call_random(service_id, rpc, ...) local session_id = thread_mgr:build_session_id() return self:forward_client(self:hash_router(service_id), "call_random", session_id, service_id, rpc, ...) end --发送给指定service的random function RouterMgr:send_random(service_id, rpc, ...) return self:forward_client(self:hash_router(service_id), "call_random", 0, service_id, rpc, ...) end --发送给指定service的master function RouterMgr:call_master(service_id, rpc, ...) local session_id = thread_mgr:build_session_id() return self:forward_client(self:hash_router(service_id), "call_master", session_id, service_id, rpc, ...) end --发送给指定service的master function RouterMgr:send_master(service_id, rpc, ...) return self:forward_client(self:hash_router(service_id), "call_master", 0, service_id, rpc, ...) end --router加载 function RouterMgr:load_router() local router_db = config_mgr:init_table("router", "host") for _, router_conf in router_db:iterator() do for index = 1, router_conf.count do self:add_router(router_conf, index) end end end --生成针对服务的访问接口 function RouterMgr:build_service_method(service, service_id) local method_list = { ["call_%s_hash"] = function(obj, hash_key, rpc, ...) return obj:call_hash(service_id, hash_key, rpc, ...) end, ["send_%s_hash"] = function(obj, hash_key, rpc, ...) return obj:send_hash(service_id, hash_key, rpc, ...) end, ["random_%s_hash"] = function(obj, hash_key, rpc, ...) return obj:random_hash(service_id, hash_key, rpc, ...) end, ["call_%s_master"] = function(obj, rpc, ...) return obj:call_master(service_id, rpc, ...) end, ["send_%s_master"] = function(obj, rpc, ...) return obj:send_master(service_id, rpc, ...) end, ["call_%s_random"] = function(obj, rpc, ...) return obj:call_random(service_id, rpc, ...) end, ["send_%s_random"] = function(obj, rpc, ...) return obj:send_random(service_id, rpc, ...) end, ["call_%s_all"] = function(obj, rpc, ...) return obj:broadcast(service_id, rpc, ...) end, ["collect_%s"] = function(obj, rpc, ...) return obj:collect(service_id, rpc, ...) end, } for fmt_key, handler in pairs(method_list) do local method = sformat(fmt_key, service) if not RouterMgr[method] then RouterMgr[method] = handler end end end --生成针对服务的访问接口 function RouterMgr:build_service() local service_db = config_mgr:get_table("service") for _, service_conf in service_db:iterator() do local service = service_conf.name local service_id = service_conf.id self:build_service_method(service, service_id) end end --监听服务断开 function RouterMgr:watch_service_close(listener, service_name) if not self.close_watchers[service_name] then self.close_watchers[service_name] = {} end self.close_watchers[service_name][listener] = true end --监听服务注册 function RouterMgr:watch_service_ready(listener, service_name) if not self.ready_watchers[service_name] then self.ready_watchers[service_name] = {} end self.ready_watchers[service_name][listener] = true end --业务事件响应 ------------------------------------------------------------------------------- -- 刷新router配置 function RouterMgr:rpc_router_update() self:load_router() end --服务器关闭 function RouterMgr:rpc_service_close(id, router_id) if self.master and self.master.router_id == router_id then local server_name = sid2name(id) local listener_set = self.close_watchers[server_name] for listener in pairs(listener_set or {}) do listener:on_service_close(id, server_name) end end end --服务器注册 function RouterMgr:rpc_service_ready(id, router_id) if self.master and self.master.router_id == router_id then local server_name = sid2name(id) local listener_set = self.ready_watchers[server_name] for listener in pairs(listener_set or {}) do listener:on_service_ready(id, server_name, router_id) end end end --服务被踢下线 function RouterMgr:rpc_service_kickout(router_id, reason) log_err("[RouterMgr][rpc_service_kickout] reason:%s router_id:%s", reason, router_id) signal_quit() end quanta.router_mgr = RouterMgr() return RouterMgr
object_tangible_furniture_all_frn_all_holocron_dode = object_tangible_furniture_all_shared_frn_all_holocron_dode:new { } ObjectTemplates:addTemplate(object_tangible_furniture_all_frn_all_holocron_dode, "object/tangible/furniture/all/frn_all_holocron_dode.iff")
local function getRenderAdornee(adornee: Instance) if adornee:IsA("BasePart") then return adornee :: BasePart elseif adornee:IsA("Model") then return adornee :: Model elseif adornee:IsA("Attachment") then return adornee :: Attachment elseif adornee:IsA("Humanoid") then return adornee.Parent :: Model elseif adornee:IsA("Accessory") or adornee:IsA("Clothing") then return adornee:FindFirstChildWhichIsA("BasePart") elseif adornee:IsA("Tool") then local handle: BasePart? = adornee:FindFirstChild("Handle") return if handle and handle:IsA("BasePart") then handle :: BasePart else nil else return nil end end return getRenderAdornee
local K, C = unpack(select(2, ...)) local Module = K:NewModule("TooltipQuality", "AceHook-3.0") local GetModule = K:GetModule("Tooltip") function Module:SetBorderColor(_, tt) if not tt.GetItem then return end local _, link = tt:GetItem() if link then local _, _, quality = GetItemInfo(link) if quality then tt:SetBackdropBorderColor(GetItemQualityColor(quality)) end end end function Module:ToggleState() if C["Tooltip"].ItemQualityBorder then if not self:IsHooked(GetModule, "SetStyle", "SetBorderColor") then self:SecureHook(GetModule, "SetStyle", "SetBorderColor") end else self:UnhookAll() end end function Module:OnEnable() if not C["Tooltip"].ItemQualityBorder then return end self:ToggleState() end
module("luci.controller.wrtbwmon", package.seeall) function index() if not nixio.fs.access("/etc/config/wrtbwmon") then return end entry({"admin", "network", "usage"}, alias("admin", "network", "usage", "details"), _("Traffic Status"), 60).acl_depends={ "luci-app-wrtbwmon" } entry({"admin", "network", "usage", "details"}, view("wrtbwmon/details"), _("Details"), 10) entry({"admin", "network", "usage", "config"}, view("wrtbwmon/config"), _("Configuration"), 20) entry({"admin", "network", "usage", "custom"}, view("wrtbwmon/custom"), _("User file"), 30) end
---@class LambdaClass ---@overload fun(a: number): LambdaClass local LambdaClass = {} setmetatable(LambdaClass, { ---@param a number __call = function(_, a) local self = --[[---@type LambdaClass]] {} ---@return number function self.getNumber() return a end return self end }) local missingArg = LambdaClass(<error descr="Missing argument: a: number">)</error> local wrongArg = LambdaClass(<error descr="Type mismatch. Required: 'number' Found: '\"one\"'">"one"</error>) local lambdaClass = LambdaClass(1) ---@type number local aNumber = lambdaClass.getNumber() ---@type string local aString = <error descr="Type mismatch. Required: 'string' Found: 'number'">lambdaClass.getNumber()</error>
registrar = { ASSET = 0, DRAWABLE = 0, ENTITY = 0, FACTORY = 0, PHYSICS = 1, ANIMATION = 1, INPUT = 1, SCRIPT = 0, ASSET = 0, CAMERA = 1, MOUSE_MOVE = 0, UI = 1, } selected = false mouseOver = false animState = "idle_right" lastAnimState = "idle_right" function setup() health = 100 max_health = 100 print("setup peon", entityId) --setProgress(entityId, "top", health, max_health) setTag(entityId, "peon") attachAnimationSet(entityId, "Assets/orksvhumans/Sprites/peon_animation.json") loopAnimation(entityId) end -- Standard Mouse/Key events function onMouseMove(x, y, button) end function onMouseUp(x, y, button) if selected and button == MOUSE_BUTTON_RIGHT then cameraPos = getCameraPosition() mousePos = Vector2f.new(x, y) cameraPos:add(mousePos) setTarget(entityId, cameraPos:getX(), cameraPos:getY(), 32) setSpeed(entityId, 10) elseif button == MOUSE_BUTTON_LEFT and not mouseOver then selected = false end end function onMouseDown(x, y, button) end function onKeyDown(keyId, ctrl, shft) end function onKeyUp(keyId, ctrl, shft) end -- Entity Mouse Events function onMouseEnterEntity() mouseOver = true end function onMouseExitEntity() mouseOver = false end function onClickEntity(button) selected = true end function onDragEntity(button) end -- Collition Callback -- function onCollision(id) end function update(delta) vel = getVelocity(entityId) x = vel:getX() y = vel:getY() speed = getSpeed(entityId) if speed ~= 0 then moving = true change = true if x > y then if x > 0 then animState = "walk_right" else direction = "walk_left" end else if y > 0 then direction = "walk_down" else direction = "walk_up" end end else if animState == "walk_right" then anim_state = "idle_right" elseif animState == "walk_left" then animState = "idle_left" elseif anmState == "down" then animState = "idle_down" elseif animState == "up" then animState = "idle_up" end end if animState ~= lastAnimState then setAnimation(entityId, animState) end lastAnimState = animState end
local radio = require('radio') local util = require('radio.core.util') local class = require('radio.core.class') local block = require('radio.core.block') local composite = require('radio.core.composite') local pipe = require('radio.core.pipe') describe("composite", function () it("connection logic", function () local TestSource = block.factory("TestSource") function TestSource:instantiate() self:add_type_signature({}, {block.Output("out", radio.types.ComplexFloat32)}) end local TestBlock = block.factory("TestBlock") function TestBlock:instantiate() self:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local TestAddBlock = block.factory("TestAddBlock") function TestAddBlock:instantiate() self:add_type_signature({block.Input("in1", radio.types.ComplexFloat32), block.Input("in2", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local TestSplitBlock = block.factory("TestSplitBlock") function TestSplitBlock:instantiate() self:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {block.Output("out1", radio.types.Float32), block.Output("out2", radio.types.Float32)}) end local TestSink = block.factory("TestSink") function TestSink:instantiate() self:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {}) end -- Connect by name --[[ a c d f [ 1 ] -> [ 3 ] -> [ 4 ] -> [ 6 ] -> [ 7 ] ^ ^ b | e | g h [ 2 ] [ 5 ] -> [ 8 ] -> [ 9 ] --]] local top = radio.CompositeBlock() local b1 = TestSource() local b2 = TestSource() local b3 = TestAddBlock() local b4 = TestBlock() local b5 = TestSource() local b6 = TestAddBlock() local b7 = TestSink() local b8 = TestBlock() local b9 = TestSink() top:connect(b1, "out", b3, "in1") top:connect(b2, "out", b3, "in2") top:connect(b3, "out", b4, "in") top:connect(b4, "out", b6, "in1") top:connect(b5, "out", b6, "in2") top:connect(b6, "out", b7, "in") top:connect(b5, "out", b8, "in") top:connect(b8, "out", b9, "in") assert.are.same({b3.inputs[1].pipe}, b1.outputs[1].pipes) -- a assert.are.same({b3.inputs[2].pipe}, b2.outputs[1].pipes) -- b assert.are.same({b4.inputs[1].pipe}, b3.outputs[1].pipes) -- c assert.are.same({b6.inputs[1].pipe}, b4.outputs[1].pipes) -- d assert.are.same({b6.inputs[2].pipe, b8.inputs[1].pipe}, b5.outputs[1].pipes) -- e and g assert.are.same({b7.inputs[1].pipe}, b6.outputs[1].pipes) -- f assert.are.same({b9.inputs[1].pipe}, b8.outputs[1].pipes) -- g -- Linear connections and connect by name local top = radio.CompositeBlock() local b1 = TestSource() local b2 = TestSource() local b3 = TestAddBlock() local b4 = TestBlock() local b5 = TestSource() local b6 = TestAddBlock() local b7 = TestSink() local b8 = TestBlock() local b9 = TestSink() top:connect(b3, b4) top:connect(b6, b7) top:connect(b5, b8, b9) top:connect(b1, "out", b3, "in1") top:connect(b2, "out", b3, "in2") top:connect(b4, "out", b6, "in1") top:connect(b5, "out", b6, "in2") assert.are.same({b3.inputs[1].pipe}, b1.outputs[1].pipes) -- a assert.are.same({b3.inputs[2].pipe}, b2.outputs[1].pipes) -- b assert.are.same({b4.inputs[1].pipe}, b3.outputs[1].pipes) -- c assert.are.same({b6.inputs[1].pipe}, b4.outputs[1].pipes) -- d assert.are.same({b8.inputs[1].pipe, b6.inputs[2].pipe}, b5.outputs[1].pipes) -- e and g assert.are.same({b7.inputs[1].pipe}, b6.outputs[1].pipes) -- f assert.are.same({b9.inputs[1].pipe}, b8.outputs[1].pipes) -- g -- Check invalid connections local top = radio.CompositeBlock() local b1 = TestSource() local b2 = TestBlock() local b3 = TestAddBlock() local b4 = TestSplitBlock() local b5 = TestSink() -- Linear connection of 2 output ports to 1 input port assert.has_error(function () top:connect(b4, b2) end) -- Linear connection of 1 output port to 2 input ports assert.has_error(function () top:connect(b2, b3) end) -- Unknown source pipe assert.has_error(function () top:connect(b1, "foo", b2, "in") end) -- Unknown destination pipe assert.has_error(function () top:connect(b1, "out", b2, "foo") end) -- Duplicate input connection top:connect(b1, "out", b2, "in") assert.has_error(function () top:connect(b1, "out", b2, "in") end) end) it("input/output aliasing", function () local blk = radio.CompositeBlock() -- Check aliased pipe properties blk:add_type_signature({block.Input("in1", radio.types.Float32), block.Input("in2", radio.types.Float32)}, {block.Output("out1", radio.types.Byte), block.Output("out2", radio.types.Bit)}) assert.is.equal(1, #blk.signatures) assert.is.equal(2, #blk.inputs) assert.is_true(class.isinstanceof(blk.inputs[1], pipe.AliasedPipeInput)) assert.is_true(class.isinstanceof(blk.inputs[2], pipe.AliasedPipeInput)) assert.is.equal("in1", blk.inputs[1].name) assert.is.equal("in2", blk.inputs[2].name) assert.is.equal(2, #blk.outputs) assert.is_true(class.isinstanceof(blk.outputs[1], pipe.AliasedPipeOutput)) assert.is_true(class.isinstanceof(blk.outputs[2], pipe.AliasedPipeOutput)) assert.is.equal("out1", blk.outputs[1].name) assert.is.equal("out2", blk.outputs[2].name) -- Test blocks for composition local TestBlock1 = block.factory("TestBlock1") function TestBlock1:instantiate() self:add_type_signature({block.Input("in", radio.types.Float32)}, {block.Output("out", radio.types.Bit)}) end local TestBlock2 = block.factory("TestBlock2") function TestBlock2:instantiate() self:add_type_signature({block.Input("in", radio.types.Float32)}, {}) end local TestBlock3 = block.factory("TestBlock3") function TestBlock3:instantiate() self:add_type_signature({block.Input("in", radio.types.Float32)}, {block.Output("out", radio.types.Byte)}) end local b1 = TestBlock1() local b2 = TestBlock2() local b3 = TestBlock3() -- Check valid composite to block aliases --[[ blk -------------- in1 -> | --> [b1] --> | -> out1 in2 -> | --> [b2] | | \-> [b3] --> | -> out2 --------------- --]] blk:connect(blk, "in1", b1, "in") blk:connect(blk, "in2", b2, "in") blk:connect(blk, "in2", b3, "in") blk:connect(blk, "out1", b1, "out") blk:connect(blk, "out2", b3, "out") assert.is.equal(1, #blk.inputs[1].real_inputs) assert.is.equal(2, #blk.inputs[2].real_inputs) assert.is.equal(b1.inputs[1], blk.inputs[1].real_inputs[1]) assert.is.equal(b2.inputs[1], blk.inputs[2].real_inputs[1]) assert.is.equal(b3.inputs[1], blk.inputs[2].real_inputs[2]) assert.is.equal(b1.outputs[1], blk.outputs[1].real_output) assert.is.equal(b3.outputs[1], blk.outputs[2].real_output) -- Check valid composite to composite aliases --[[ blk2 ---------------------| in -> | --> in1 [blk] out2 | -> out | \-> in2 | --------------------- ]]-- local blk2 = radio.CompositeBlock() blk2:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.Byte)}) blk2:connect(blk2, 'in', blk, 'in1') blk2:connect(blk2, 'in', blk, 'in2') blk2:connect(blk2, 'out', blk, 'out2') assert.is.equal(3, #blk2.inputs[1].real_inputs) assert.is.equal(b1.inputs[1], blk2.inputs[1].real_inputs[1]) assert.is.equal(b2.inputs[1], blk2.inputs[1].real_inputs[2]) assert.is.equal(b3.inputs[1], blk2.inputs[1].real_inputs[3]) assert.is.equal(b3.outputs[1], blk2.outputs[1].real_output) -- Check invalid composite to block aliases local blk = radio.CompositeBlock() blk:add_type_signature({block.Input("in1", radio.types.ComplexFloat32), block.Input("in2", radio.types.Float32)}, {block.Output("out", radio.types.Byte)}) -- Invalid pipe direction assert.has_error(function () blk:connect(blk, "out", b1, "in") end) assert.has_error(function () blk:connect(blk, "in", b3, "out") end) -- Duplicate output connection local b4 = TestBlock3() blk:connect(blk, "out", b3, "out") assert.has_error(function () blk:connect(blk, "out", b4, "out") end) assert.has_error(function () blk:connect(b4, "out", blk, "out") end) end) it("crawl connections", function () --[[ Composite3 Composite1 Composite2 [0] - [ [ [A] - [B] ] - [ [A] - [B] ] - [1] | [C] --]] local TestBlock = block.factory("TestBlock") function TestBlock:instantiate() self:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local c1 = radio.CompositeBlock() local c1a = TestBlock() local c1b = TestBlock() local c1c = TestBlock() c1:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) c1:connect(c1a, c1b, c1c) c1:connect(c1, "in", c1a, "in") c1:connect(c1, "out", c1b, "out") local c2 = radio.CompositeBlock() local c2a = TestBlock() local c2b = TestBlock() c2:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) c2:connect(c2a, c2b) c2:connect(c2, "in", c2a, "in") c2:connect(c2, "out", c2b, "out") local c3 = radio.CompositeBlock() c3:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) c3:connect(c1, c2) c3:connect(c3, "in", c1, "in") c3:connect(c3, "out", c2, "out") local top = radio.CompositeBlock() local b0 = TestBlock() local b1 = TestBlock() top:connect(b0, c3, b1) -- Check top's uncrawled connections local expected_connections = { [c1a.inputs[1]] = b0.outputs[1], [b1.inputs[1]] = c2b.outputs[1] } assert.is.equal(2, util.table_length(top._connections)) assert.is.same(expected_connections, top._connections) -- Check top's crawled connections local expected_blocks = { [b0] = true, [c1a] = true, [c1b] = true, [c1c] = true, [c2a] = true, [c2b] = true, [b1] = true } local expected_connections = { [c1a.inputs[1]] = b0.outputs[1], [c1b.inputs[1]] = c1a.outputs[1], [c1c.inputs[1]] = c1b.outputs[1], [c2a.inputs[1]] = c1b.outputs[1], [c2b.inputs[1]] = c2a.outputs[1], [b1.inputs[1]] = c2b.outputs[1] } local blocks, connections = composite._crawl_connections(top._connections) assert.is.equal(7, util.table_length(blocks)) assert.is.equal(6, util.table_length(connections)) assert.is.same(expected_blocks, blocks) assert.is.same(expected_connections, connections) end) it("build dependency graph", function () --[[ -- [1] -- [2] -- [3] -- [4] -- [5] -- | \ -- [6] -- [7] \- [8] -- [9] -- ]]-- local TestBlock = block.factory("TestBlock") function TestBlock:instantiate() self:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local TestAddBlock = block.factory("TestAddBlock") function TestAddBlock:instantiate() self:add_type_signature({block.Input("in1", radio.types.ComplexFloat32), block.Input("in2", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local top = radio.CompositeBlock() local b1 = TestBlock() local b2 = TestBlock() local b3 = TestAddBlock() local b4 = TestBlock() local b5 = TestBlock() local b6 = TestBlock() local b7 = TestBlock() local b8 = TestBlock() local b9 = TestBlock() top:connect(b1, b2) top:connect(b6, b7) top:connect(b2, "out", b3, "in1") top:connect(b7, "out", b3, "in2") top:connect(b3, b4, b5) top:connect(b3, b8, b9) -- Check dependency graph local dependency_graph = composite._build_dependency_graph(top._connections) assert.is.equal(9, util.table_length(dependency_graph)) assert.are.same({b4}, dependency_graph[b5]) assert.are.same({b8}, dependency_graph[b9]) assert.are.same({b3}, dependency_graph[b4]) assert.are.same({b3}, dependency_graph[b8]) assert.is_true(util.array_equals({b7, b2}, dependency_graph[b3]) or util.array_equals({b2, b7}, dependency_graph[b3])) assert.are.same({b6}, dependency_graph[b7]) assert.are.same({b1}, dependency_graph[b2]) assert.are.same({}, dependency_graph[b1]) assert.are.same({}, dependency_graph[b6]) end) it("build revese dependency graph", function () --[[ -- [1] -- [2] -- [3] -- [4] -- [5] -- | \ -- [6] -- [7] \- [8] -- [9] -- ]]-- local TestBlock = block.factory("TestBlock") function TestBlock:instantiate() self:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local TestAddBlock = block.factory("TestAddBlock") function TestAddBlock:instantiate() self:add_type_signature({block.Input("in1", radio.types.ComplexFloat32), block.Input("in2", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local top = radio.CompositeBlock() local b1 = TestBlock() local b2 = TestBlock() local b3 = TestAddBlock() local b4 = TestBlock() local b5 = TestBlock() local b6 = TestBlock() local b7 = TestBlock() local b8 = TestBlock() local b9 = TestBlock() top:connect(b1, b2) top:connect(b6, b7) top:connect(b2, "out", b3, "in1") top:connect(b7, "out", b3, "in2") top:connect(b3, b4, b5) top:connect(b3, b8, b9) -- Check dependency graph local dependency_graph = composite._build_reverse_dependency_graph(top._connections) assert.is.equal(9, util.table_length(dependency_graph)) assert.are.same({}, dependency_graph[b5]) assert.are.same({}, dependency_graph[b9]) assert.are.same({b5}, dependency_graph[b4]) assert.are.same({b9}, dependency_graph[b8]) assert.is_true(util.array_equals({b4, b8}, dependency_graph[b3]) or util.array_equals({b8, b4}, dependency_graph[b3])) assert.are.same({b3}, dependency_graph[b7]) assert.are.same({b3}, dependency_graph[b2]) assert.are.same({b2}, dependency_graph[b1]) assert.are.same({b7}, dependency_graph[b6]) end) it("build skip set", function () --[[ -- [1] -- [2] -- [3] -- [4] -- [5] -- | \ -- [6] -- [7] \- [8] -- [9] -- ]]-- local TestBlock = block.factory("TestBlock") function TestBlock:instantiate() self:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local TestAddBlock = block.factory("TestAddBlock") function TestAddBlock:instantiate() self:add_type_signature({block.Input("in1", radio.types.ComplexFloat32), block.Input("in2", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local top = radio.CompositeBlock() local b1 = TestBlock() local b2 = TestBlock() local b3 = TestAddBlock() local b4 = TestBlock() local b5 = TestBlock() local b6 = TestBlock() local b7 = TestBlock() local b8 = TestBlock() local b9 = TestBlock() top:connect(b1, b2) top:connect(b6, b7) top:connect(b2, "out", b3, "in1") top:connect(b7, "out", b3, "in2") top:connect(b3, b4, b5) top:connect(b3, b8, b9) -- Check dependency graph local dependency_graph = composite._build_skip_set(top._connections) assert.is.equal(9, util.table_length(dependency_graph)) assert.are.same({[b2] = true, [b3] = true, [b4] = true, [b5] = true, [b8] = true, [b9] = true}, dependency_graph[b1]) assert.are.same({[b3] = true, [b4] = true, [b5] = true, [b8] = true, [b9] = true}, dependency_graph[b2]) assert.are.same({[b4] = true, [b5] = true, [b8] = true, [b9] = true}, dependency_graph[b3]) assert.are.same({[b5] = true}, dependency_graph[b4]) assert.are.same({}, dependency_graph[b5]) assert.are.same({[b7] = true, [b3] = true, [b4] = true, [b5] = true, [b8] = true, [b9] = true}, dependency_graph[b6]) assert.are.same({[b3] = true, [b4] = true, [b5] = true, [b8] = true, [b9] = true}, dependency_graph[b7]) assert.are.same({[b9] = true}, dependency_graph[b8]) assert.are.same({}, dependency_graph[b9]) end) it("build evaluation order", function () --[[ -- [1] -- [2] -- [3] -- [4] -- [5] -- | \ -- [6] -- [7] \- [8] -- [9] -- ]]-- local TestBlock = block.factory("TestBlock") function TestBlock:instantiate() self:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local TestAddBlock = block.factory("TestAddBlock") function TestAddBlock:instantiate() self:add_type_signature({block.Input("in1", radio.types.ComplexFloat32), block.Input("in2", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local top = radio.CompositeBlock() local b1 = TestBlock() local b2 = TestBlock() local b3 = TestAddBlock() local b4 = TestBlock() local b5 = TestBlock() local b6 = TestBlock() local b7 = TestBlock() local b8 = TestBlock() local b9 = TestBlock() top:connect(b1, b2) top:connect(b6, b7) top:connect(b2, "out", b3, "in1") top:connect(b7, "out", b3, "in2") top:connect(b3, b4, b5) top:connect(b3, b8, b9) -- Check evaluation order local dependency_graph = composite._build_dependency_graph(top._connections) local evaluation_order = composite._build_evaluation_order(dependency_graph) assert.is_true(util.array_find(evaluation_order, b1) < util.array_find(evaluation_order, b2)) assert.is_true(util.array_find(evaluation_order, b2) < util.array_find(evaluation_order, b3)) assert.is_true(util.array_find(evaluation_order, b3) < util.array_find(evaluation_order, b4)) assert.is_true(util.array_find(evaluation_order, b4) < util.array_find(evaluation_order, b5)) assert.is_true(util.array_find(evaluation_order, b6) < util.array_find(evaluation_order, b7)) assert.is_true(util.array_find(evaluation_order, b7) < util.array_find(evaluation_order, b3)) assert.is_true(util.array_find(evaluation_order, b3) < util.array_find(evaluation_order, b8)) assert.is_true(util.array_find(evaluation_order, b8) < util.array_find(evaluation_order, b9)) end) it("running errors", function () local TestSource = block.factory("TestSource") function TestSource:instantiate() self:add_type_signature({}, {block.Output("out", radio.types.ComplexFloat32)}) end local TestBlock = block.factory("TestBlock") function TestBlock:instantiate() self:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local TestAddBlock = block.factory("TestAddBlock") function TestAddBlock:instantiate() self:add_type_signature({block.Input("in1", radio.types.ComplexFloat32), block.Input("in2", radio.types.ComplexFloat32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local TestSink = block.factory("TestSink") function TestSink:instantiate() self:add_type_signature({block.Input("in", radio.types.ComplexFloat32)}, {}) end -- Unconnected inputs local top = radio.CompositeBlock() local b0 = TestBlock() local b1 = TestSink() top:connect(b0, b1) assert.has_error(function () top:_prepare_to_run() end) local top = radio.CompositeBlock() local b0 = TestSource() local b1 = TestAddBlock() local b2 = TestSink() top:connect(b0, "out", b1, "in1") top:connect(b1, "out", b2, "in") assert.has_error(function () top:_prepare_to_run() end) -- Input rate mismatch local top = radio.CompositeBlock() local b0 = TestSource() local b1 = TestSource() local b2 = TestAddBlock() b0.get_rate = function (self) return 1 end b1.get_rate = function (self) return 2 end top:connect(b0, "out", b2, "in1") top:connect(b1, "out", b2, "in2") assert.has_error(function () top:_prepare_to_run() end) -- No compatible signatures local TestAddBlock = block.factory("TestAddBlock") function TestAddBlock:instantiate() self:add_type_signature({block.Input("in1", radio.types.ComplexFloat32), block.Input("in2", radio.types.Float32)}, {block.Output("out", radio.types.ComplexFloat32)}) end local top = radio.CompositeBlock() local b0 = TestSource() local b1 = TestSource() local b2 = TestAddBlock() local b3 = TestSink() top:connect(b0, "out", b2, "in1") top:connect(b1, "out", b2, "in2") top:connect(b2, "out", b3, "in") assert.has_error(function () top:_prepare_to_run() end) -- Initialization error function TestSink:initialize() error('foobar') end local top = radio.CompositeBlock() local b0 = TestSource() local b1 = TestSink() top:connect(b0, b1) assert.has_error(function () top:_prepare_to_run() end) end) end)
function onCreate() makeLuaSprite('grass2', 'grass2', -100, -200); addLuaSprite('grass2',false) setLuaSpriteScrollFactor('grass2', 0.134, 0.9); makeLuaSprite('grass', 'grass', -200, -150); addLuaSprite('grass',false) setLuaSpriteScrollFactor('grass', 0.9, 0.9); makeAnimatedLuaSprite('backgroundboopers', 'backboopers', -100, -200); addAnimationByPrefix('recolor', 'backgroundboopers', 'backboopers idle', 24, true); -- the less scroll factor the more the sprite is stuck to the camera setScrollFactor('backgroundboopers', 0.8, 0.9); addLuaSprite('backgroundboopers', false); setPropertyLuaSprite('backgroundboopers', 'antialiasing', true); end
--[[ Copyright (c) 2014 Juan Carlos González Amestoy Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. --]] local bit=require('bit') local h=require('h') local re=require('h.text.re') local addressParser=require('rvm.parsers.address').parser local numberParser=require('rvm.parsers.number').parser local function gchar(c) if c<32 or c>=128 then return '.' end return string.char(c) end return { name='memory', abbr='m', lastAddress=0, lastMask=0, lastType=0, lastBlock=0, lastLines=10, lastSize=8, doCmd=function(self,cs,str) local lines,g local ad,pos=addressParser:match(str) local t,b,a,m=machine.mem.selectMemory(ad,cs) if str=='' then t=self.lastType a=self.lastAddress m=self.lastMask b=self.lastBlock lines=self.lastLines g=self.lastSize else str=str(pos) lines,pos=numberParser:match(str) str=str(pos) g,pos=numberParser:match(str) g=g and g or 8 end if not h.eqAny(g,8,16,32) then cs.red('Error width must be 8 16 or 32 not "').white('%d',g).red('"\n') return end local f if t~=nil then self.lastLines=lines if t==0 or t==1 then print(t,b,machine.mem.blockMem[t][b]) f=machine.mem.blockMem[t][b] elseif t==2 then f=machine.mem.get else return end lines=lines and lines-1 or 9 for i=0,lines do cs.yellow('0x%.4x ',a) local ascii={} if g==8 then for j=0,15 do local d=f(machine.mem,a) ascii[#ascii+1]=gchar(d) cs.lime('%.2x ',d) a=bit.band(a+1,m) end elseif g==16 then for j=0,7 do local d=f(machine.mem,a) local v=d ascii[#ascii+1]=gchar(d) a=bit.band(a+1,m) d=f(machine.mem,a) ascii[#ascii+1]=gchar(d) v=v+d*0x100 a=bit.band(a+1,m) cs.lime('%.4x ',v) end else for j=0,7 do local d=f(machine.mem,a) local v=d ascii[#ascii+1]=gchar(d) a=bit.band(a+1,m) d=f(machine.mem,a) ascii[#ascii+1]=gchar(d) v=v+d*0x100 a=bit.band(a+1,m) d=f(machine.mem,a) ascii[#ascii+1]=gchar(d) v=v+d*0x10000 a=bit.band(a+1,m) d=f(machine.mem,a) ascii[#ascii+1]=gchar(d) v=v+d*0x1000000 a=bit.band(a+1,m) cs.lime('%.8x ',v) end end cs.moccasin('%s\n',table.concat(ascii)) end self.lastType=t self.lastBlock=b self.lastMask=m self.lastAddress=a self.lastSize=g else cs.red('Error: Sintax error.\n') end return 0 end }
local vm = require 'vm.vm' local library = require 'library' local guide = require 'parser.guide' local function checkStdLibrary(source) if source.library then return source end local globalName = vm.getGlobal(source) if not globalName then return nil end local name = globalName:match '^s|(.+)$' if library.global[name] then return library.global[name] end end local function getLibInNode(source, nodeLib) if not nodeLib then return nil end if not nodeLib.child then return nil end local key = guide.getName(source) local defLib = nodeLib.child[key] return defLib end local function getNodeAsTable(source) local node = source.node local nodeGlobalName = vm.getGlobal(node) if not nodeGlobalName then return nil end local nodeName = nodeGlobalName:match '^s|(.+)$' return getLibInNode(source, library.global[nodeName]) end local function getNodeAsObject(source) local node = source.node local values = vm.getValue(node) if not values then return nil end for i = 1, #values do local value = values[i] local type = value.type local nodeLib = library.object[type] local lib = getLibInNode(source, nodeLib) if lib then return lib end end return nil end local function checkNode(source) if source.type == 'method' then source = source.parent elseif source.type == 'field' then source = source.parent end if source.type == 'getfield' or source.type == 'getmethod' or source.type == 'getindex' then return getNodeAsTable(source) or getNodeAsObject(source) end end local function getLibrary(source) return checkNode(source) or checkStdLibrary(source) or vm.eachRef(source, function (src) return checkStdLibrary(src) or checkNode(src) end, 100) end function vm.getLibrary(source) local cache = vm.cache.getLibrary[source] if cache ~= nil then return cache end local unlock = vm.lock('getLibrary', source) if not unlock then return end cache = getLibrary(source) or false vm.cache.getLibrary[source] = cache unlock() return cache end
function WeaponLionGadget1:_shoot_bipod_rays() local camera = managers.player:player_unit():camera() local point_1 = camera:position() local point_2 = mvector3.copy(point_1) mvector3.add_scaled(point_2, camera:forward(), SimpleBipods:option("forward_ray_length")) local point_3 = mvector3.copy(point_2) mvector3.add_scaled(point_3, -camera:rotation():z(), 100) local mask = managers.slot:get_mask("world_geometry") local obstacle = self._unit:raycast("ray", point_1, point_2, "slot_mask", mask) local surface, success if obstacle then surface = nil success = false else surface = self._unit:raycast("ray", point_2, point_3, "slot_mask", mask) success = surface and surface.ray:angle(surface.normal) > 135 end return point_1, point_2, point_3, obstacle, surface, success end function WeaponLionGadget1:_is_deployable() if self._is_npc or self:_is_in_blocked_deployable_state() then return false end local point_1, point_2, point_3, obstacle, surface, success = self:_shoot_bipod_rays() if success then self._from = point_2 self._to = point_3 return true else return false end end function WeaponLionGadget1:is_usable() return self._unit:raycast(self._from, self._to) and true or false end function WeaponLionGadget1:set_is_local_player(state) self._is_local_player = state end Hooks:PostHook(WeaponLionGadget1, "update", "SimpleBipods_draw_rays", function (self) if not self._is_local_player then return end if SimpleBipods:option("draw_rays") then local point_1, point_2, point_3, obstacle, surface, success = self:_shoot_bipod_rays() if obstacle then Application:draw_line(point_1, point_2, 1, 0, 0) Application:draw_line(point_2, point_3, 1, 0, 0) else Application:draw_line(point_1, point_2, 0, 1, 0) if surface then if success then Application:draw_line(point_2, point_3, 0, 1, 0) else Application:draw_line(point_2, point_3, 1, 1, 0) end else Application:draw_line(point_2, point_3, 1, 0, 0) end end end end) Hooks:PostHook(WeaponLionGadget1, "check_state", "SimpleBipods_enable_update", function (self) self._unit:set_extension_update_enabled(Idstring("base"), true) end)
local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end function onThink() npcHandler:onThink() end local function creatureSayCallback(cid, type, msg) if not npcHandler:isFocused(cid) then return false end local player = Player(cid) if msgcontains(msg, "angelina") then if player:getStorageValue(Storage.OutfitQuest.MageSummoner.AddonWand) == 1 then npcHandler:say({ "Angelina had been imprisoned? My, these are horrible news, but I am so glad to hear that she is safe now. ...", "I will happily carry out her wish and reward you, but I fear I need some important ingredients for my blessing spell first. ...", "Will you gather them for me?" }, cid) npcHandler.topic[cid] = 1 end elseif msgcontains(msg, "wand") or msgcontains(msg, "rod") then if player:getStorageValue(Storage.OutfitQuest.MageSummoner.AddonWand) == 2 then npcHandler:say("Did you bring a sample of each wand and each rod with you?", cid) npcHandler.topic[cid] = 3 end elseif msgcontains(msg, "sulphur") then if player:getStorageValue(Storage.OutfitQuest.MageSummoner.AddonWand) == 3 then npcHandler:say("Did you obtain 10 ounces of magic sulphur?", cid) npcHandler.topic[cid] = 4 end elseif msgcontains(msg, "soul stone") then if player:getStorageValue(Storage.OutfitQuest.MageSummoner.AddonWand) == 4 then npcHandler:say("Were you actually able to retrieve the Necromancer's soul stone?", cid) npcHandler.topic[cid] = 5 end elseif msgcontains(msg, "ankh") then if player:getStorageValue(Storage.OutfitQuest.MageSummoner.AddonWand) == 5 then npcHandler:say("Am I sensing enough holy energy from ankhs here?", cid) npcHandler.topic[cid] = 6 end elseif msgcontains(msg, "yes") then if npcHandler.topic[cid] == 1 then npcHandler:say({ "Thank you, I promise that your efforts won't be in vain! Listen closely now: First, I need a sample of five druid rods and five sorcerer wands. ...", "I need a snakebite rod, a moonlight rod, a necrotic rod, a terra rod and a hailstorm rod. Then, I need a wand of vortex, a wand of dragonbreath ...", "... a wand of decay, a wand of cosmic energy and a wand of inferno. Please bring them all at once so that their energy will be balanced. ...", "Secondly, I need 10 ounces of magic sulphur. It can absorb the elemental energy of all the wands and rods and bind it to something else. ...", "Next, I will need a soul stone. These can be used as a vessel for energy, evil as well as good. They are rarely used nowaday though. ...", "Lastly, I need a lot of holy energy. I can extract it from ankhs, but only a small amount each time. I will need about 20 ankhs. ...", "Did you understand everything I told you and will help me with my blessing?" }, cid) npcHandler.topic[cid] = 2 elseif npcHandler.topic[cid] == 2 then npcHandler:say("Alright then. Come back to with a sample of all five wands and five rods, please.", cid) player:setStorageValue(Storage.OutfitQuest.MageSummoner.AddonWand, 2) npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 3 then if player:getItemCount(2181) > 0 and player:getItemCount(2182) > 0 and player:getItemCount(2183) > 0 and player:getItemCount(2185) > 0 and player:getItemCount(2186) > 0 and player:getItemCount(2187) > 0 and player:getItemCount(2188) > 0 and player:getItemCount(2189) > 0 and player:getItemCount(2190) > 0 and player:getItemCount(2191) > 0 then npcHandler:say("Thank you, that must have been a lot to carry. Now, please bring me 10 ounces of magic sulphur.", cid) player:removeItem(2181, 1) player:removeItem(2182, 1) player:removeItem(2183, 1) player:removeItem(2185, 1) player:removeItem(2186, 1) player:removeItem(2187, 1) player:removeItem(2188, 1) player:removeItem(2189, 1) player:removeItem(2190, 1) player:removeItem(2191, 1) player:setStorageValue(Storage.OutfitQuest.MageSummoner.AddonWand, 3) npcHandler.topic[cid] = 0 end elseif npcHandler.topic[cid] == 4 then if player:removeItem(5904, 10) then npcHandler:say("Very good. I will immediately start to prepare the ritual and extract the elemental energy from the wands and rods. Please bring me the Necromancer's soul stone now.", cid) player:setStorageValue(Storage.OutfitQuest.MageSummoner.AddonWand, 4) npcHandler.topic[cid] = 0 end elseif npcHandler.topic[cid] == 5 then if player:removeItem(5809, 1) then npcHandler:say("You have found a rarity there, |PLAYERNAME|. This will become the tip of your blessed wand. Please bring me 20 ankhs now to complete the ritual.", cid) player:setStorageValue(Storage.OutfitQuest.MageSummoner.AddonWand, 5) npcHandler.topic[cid] = 0 end elseif npcHandler.topic[cid] == 6 then if player:removeItem(2193, 20) then npcHandler:say("The ingredients for the ritual are complete! I will start to prepare your blessed wand,... I'm glad to tell you that I have finished the ritual, |PLAYERNAME|. Here is your new wand. I hope you carry it proudly for everyone to see.", cid) player:setStorageValue(Storage.OutfitQuest.MageSummoner.AddonWand, 6) player:addOutfitAddon(141, 1) player:addOutfitAddon(130, 1) player:getPosition():sendMagicEffect(CONST_ME_MAGIC_BLUE) npcHandler.topic[cid] = 0 end end end return true end npcHandler:setMessage(MESSAGE_GREET, "Welcome in the name of the gods, pilgrim |PLAYERNAME|!") npcHandler:setMessage(MESSAGE_FAREWELL, "Be careful on your journeys.") npcHandler:setMessage(MESSAGE_WALKAWAY, "Be careful on your journeys.") npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npcHandler:addModule(FocusModule:new())
local path = (...) local sub1 = path:match("(.-)%.[^%.]+$") local sub2 = sub1:match("(.-)%.[^%.]+$") local font_path = sub2:gsub("%.", "/").."/res/font/%s/%s.ttf" local dpi_scale = love.window.getDPIScale() local function make_font(typeface, weight, size) return love.graphics.newFont(font_path:format(typeface, weight), size*dpi_scale); end return { H1 = make_font( "Roboto" , "Light" , 96); H2 = make_font( "Roboto" , "Light" , 60); H3 = make_font( "Roboto" , "Regular" , 48); H4 = make_font( "Roboto" , "Regular" , 34); H5 = make_font( "Roboto" , "Regular" , 24); H6 = make_font( "Roboto" , "Medium" , 20); subtitle1 = make_font( "Roboto" , "Regular" , 16); subtitle2 = make_font( "Roboto" , "Medium" , 14); body1 = make_font( "Roboto" , "Regular" , 16); body2 = make_font( "Roboto" , "Regular" , 14); button = make_font( "Roboto" , "Medium" , 14); caption = make_font( "Roboto" , "Regular" , 12); overline = make_font( "Roboto" , "Regular" , 10); }
local CreateGuideViewFactory = class(); CreateGuideViewFactory.getView = function(self,p_keyString,p_data) local wnd = nil; if p_keyString == "safeBox" then local _class = require("hall/bankrupt/widget/differentGuide/safeBoxGuide"); wnd = new(_class,p_data); elseif p_keyString == "toShare" then local _class = require("hall/bankrupt/widget/differentGuide/shareGuide"); wnd = new(_class,p_data); elseif p_keyString == "getMoney" then local _class = require("hall/bankrupt/widget/differentGuide/countDownOverGuide"); wnd = new(_class,p_data); elseif p_keyString == "toMatch" then local _class = require("hall/bankrupt/widget/differentGuide/matchGuide"); wnd = new(_class,p_data); elseif p_keyString == "toCutCD" then local _class = require("hall/bankrupt/widget/differentGuide/cutCDGuide"); wnd = new(_class,p_data); else Log.v("CreateGuideViewFactory","CreateGuideViewFactory.getView"); end return wnd; end return CreateGuideViewFactory;
-- Generated by CSharp.lua Compiler local System = System local UnityEngine = UnityEngine local CSharpLuaProjectProtocol local CSharpLuaSettingProto System.import(function (out) CSharpLuaProjectProtocol = CSharpLua.Project.Protocol CSharpLuaSettingProto = CSharpLua.Project.Protocol.SettingProto end) System.namespace("Sample", function (namespace) namespace.class("TestProtobuf", function (namespace) local Run, Encode, Decode Run = function () protobuf.register_file("Assets/Lua/3rd/pbc/Protocol/CommonPrototype.pb") local default = CSharpLuaProjectProtocol.SettingProto() default.SettingsMark = 101 local proto = default local extern = CSharpLuaSettingProto.ValuePairProto() extern.Key = "a" extern.Value = "b" proto.Values:Add(extern) local bytes = Encode(proto) local t = Decode(bytes, CSharpLuaProjectProtocol.SettingProto) UnityEngine.Debug.LogFormat("ProtobufDecode {0}", t.SettingsMark) end Encode = function (proto) local bytes = nil bytes = encodeProtobuf(proto) return bytes end Decode = function (bytes, T) local t = nil t = decodeProtobuf(bytes, T) return t end return { Run = Run } end) end)
--------------------------------------------------------------------------------------------------- modifier_faceless_void_time_dilation_degen_oaa = modifier_faceless_void_time_dilation_degen_oaa or class({}) function modifier_faceless_void_time_dilation_degen_oaa:IsHidden() return true end function modifier_faceless_void_time_dilation_degen_oaa:IsDebuff() return true end function modifier_faceless_void_time_dilation_degen_oaa:IsPurgable() return true end function modifier_faceless_void_time_dilation_degen_oaa:OnCreated() local ability = self:GetAbility() if ability then self.heal_prevent_percent = ability:GetSpecialValueFor("heal_prevent_percent") else self.heal_prevent_percent = -10 end end function modifier_faceless_void_time_dilation_degen_oaa:OnRefresh() local ability = self:GetAbility() if ability then self.heal_prevent_percent = ability:GetSpecialValueFor("heal_prevent_percent") else self.heal_prevent_percent = -10 end end function modifier_faceless_void_time_dilation_degen_oaa:DeclareFunctions() return { MODIFIER_PROPERTY_HEAL_AMPLIFY_PERCENTAGE_TARGET, MODIFIER_PROPERTY_HP_REGEN_AMPLIFY_PERCENTAGE, MODIFIER_PROPERTY_LIFESTEAL_AMPLIFY_PERCENTAGE, MODIFIER_PROPERTY_SPELL_LIFESTEAL_AMPLIFY_PERCENTAGE, } end function modifier_faceless_void_time_dilation_degen_oaa:GetModifierHealAmplify_PercentageTarget() return self.heal_prevent_percent end function modifier_faceless_void_time_dilation_degen_oaa:GetModifierHPRegenAmplify_Percentage() return self.heal_prevent_percent end function modifier_faceless_void_time_dilation_degen_oaa:GetModifierLifestealRegenAmplify_Percentage() return self.heal_prevent_percent end function modifier_faceless_void_time_dilation_degen_oaa:GetModifierSpellLifestealRegenAmplify_Percentage() return self.heal_prevent_percent end
-- midi module local Midi = {} function Midi.hello() print("hi midi") end function Midi.to_midi_msg(data) -- data table structure -- (1, message.status); -- (2, message.channel); -- (3, message.pitch); -- (4, message.velocity); -- (5, message.control); -- (6, message.value); -- (7, message.portNum); -- (8, message.portName); local msg = {} -- note on if data[1] == 144 then msg = { note = data[3], vel = data[4], ch = data[2], --type = "note_on" } if data[4] == 0 then -- if velocity is zero then send note-off msg.type = "note_off" else msg.type = "note_on" -- otherwise its a note-on end -- note off elseif data[1] == 128 then msg = { type = "note_off", note = data[3], vel = data[4], ch = data[2] } -- cc elseif data[1] + (data[2] - 1) == 176 then msg = { type = "cc", cc = data[5], val = data[6], ch = data[2] } -- program change elseif data[1] + (data[2] - 1) == 192 then msg = { type = "program_change", val = data[6], ch = data[2] } -- start elseif data[1] == 250 then msg.type = "start" -- stop elseif data[1] == 252 then msg.type = "stop" -- continue elseif data[1] == 251 then msg.type = "continue" -- clock elseif data[1] == 248 then msg.type = "clock" -- song position pointer elseif data[1] == 242 then msg = { type = "song_position", -- not sure how lsb/msb are sent --lsb = data[2], --msb = data[3] } -- song select elseif data[1] == 243 then msg = { type = "song_select", val = data[6] } end return msg end -- Get MIDI Data and set knob values function Midi.knobs(msg_data) if msg_data[1] ~= nil then m = Midi.to_midi_msg(msg_data) --tab.print(m) if m.type == "cc" then if m.cc == 21 then knob1 = m.val/127 end if m.cc == 22 then knob2 = m.val/127 end if m.cc == 23 then knob3 = m.val/127 end if m.cc == 24 then knob4 = m.val/127 end if m.cc == 7 then knob5 = m.val/127 end end --midi_msg = {} -- do I need to reset? end end return Midi
--- --- Generated by EmmyLua(https://github.com/EmmyLua) --- Created by heyqule. --- DateTime: 3/17/2021 8:16 PM --- require('ArmouredBiters/control') require('Cold_Biters/control') require('Explosive_Biters/control')
local baseg = cat.require"module/graphics/base_graphics" local circle = cat.class("point",baseg){ radius = 10; } function circle:__init__(fill_mode,x,y,radius) baseg.__init__(self,fill_mode,x,y) self.radius = radius or 10 end function circle:set_radius(r) self.radius = radius or self.radius end function circle:draw() love.graphics.setColor(self.color:unpack()) love.graphics.circle(self.fill_mode,self.position.x,self.position.y,self.radius) love.graphics.setColor(255,255,255,255) end return circle
--[[a = {p = print} a.p("Hello World") print = math.sin() a.p(print(1)) sin = a.print sin(10,20) --]] function foo(x) return 2 * x end network = { {name = "grauna", IP = "210.26.30.34"}, {name = "arraial", IP = "210.26.30.23"}, {name = "lua", IP = "210.26.23.12"}, {name = "derain", IP = "210.26.23.20"}, } table.sort(network,function(a,b) return (a.name < b.name) end ) for i = 1,4 do print(network[i].name,network[i].IP) end table.sort(network,function(a,b) return (a.IP < b.IP) end ) for i = 1,4 do print(network[i].name,network[i].IP) end function eraseTerminal() io.write("\27[2J") end function mark(x,y) io.write(string.format("\27[%d;%dH*",y,x)) end TermSize = {w = 80,h = 24} function plot (f) eraseTerminal() for i = 1,TermSize.w do local x = (i/TermSize.w)*2 - 1 local y = (f(x) + 1)/2 * TermSize.h mark(i,y) end io.read() end --plot(function (x) return math.sin(x*2*math.pi) end) names = {"Peter","Paul","Mary"} grades = {Mary = 10,Paul = 7,Peter = 8} table.sort(names,function(n1,n2) return grades[n1] > grades[n2] end) for i = 1,3 do print(names[i]) end function sortbygrade(names,grades) table.sort(names,function(n1,n2) return grades[n1] > grades[n2] end) end for i = 1,3 do print(names[i]) end --[[function newCounter() local i = 0 return function() i = i + 1 return i end end c1 = newCounter() print(c1()) print(c1()) function digitButton(digit) return Button{ label = digit action = function() add_to_display(digit) end } end--]] oldSin = math.sin math.sin = function (x) return oldSin(x * math.pi / 180) end do local oldSin = math.sin local k = math.pi / 180 math.sin = function (x) return oldSin(x * k) end end do local oldOpen = io.open io.open = function(filename,mode) if access_OK(filename,mode) then return oldOpen(filename,mode) else return nil,"access denied" end end end Lib = {} Lib.foo = function (x,y) return x + y end Lib.goo = function(x,y) return x - y end Lib = { foo = function (x,y) return x + y end, goo = function (x,y) return x - y end } Lib = {} function Lib.foo (x,y) return x + y end function Lib.goo (x,y) return x - y end local fact fact = function(n) if n == 0 then return 1 else return n * fact(n - 1) end end function foo (n) if n > 0 then return foo(n - 1) end end function room1() local move = io.read() if move == "south" then return room3() elseif move == "east" then return room2() else print("invalid move") return room1() end end function room2() local move = io.read() if move == "south" then return room4() elseif move == "west" then return room1() else print("invalid move") return room2() end end function room3() local move = io.read() if move == "north" then return room1() elseif move == "east" then return room4() else print("invalid move") return room3() end end function room4() print("congratilations!") end
---@class FrameInfoConst ---A constant FrameInfo object, passed into Lua as an argument by the FileHandler write callback function. This has similar attributes/properties as FrameInfo, but the fields can only be read from, not written to. --- ---Since: 1.11.3 ---@param time NSTime Mode: Retrieve only. The packet timestamp as an NSTime object. ---@param data any Mode: Retrieve only. The data buffer containing the packet. ---@param rec_type any Mode: Retrieve only. The record type of the packet frame - see wtap_presence_flags in init.lua for values. ---@param flags any Mode: Retrieve only. The presence flags of the packet frame - see wtap_presence_flags in init.lua for bits. ---@param captured_length number Mode: Retrieve only. The captured packet length, and thus the length of the buffer in the FrameInfoConst.data field. ---@param original_length number Mode: Retrieve only. The on-the-wire packet length, which may be longer than the captured_length. ---@param encap any Mode: Retrieve only. The packet encapsulation type, if the file supports per-packet types. See wtap_encaps in init.lua for possible packet encapsulation types to use as the value for this field. ---@param comment string Mode: Retrieve only. A comment for the packet; nil if there is none. FrameInfoConst = {} ---Generates a string of debug info for the FrameInfo ---@return string String of debug information. function FrameInfoConst:__tostring() end ---Tells Wireshark to write directly to given file from the frame data buffer, for length bytes. Returns true if succeeded, else false. ---@param file File The File object userdata, provided by Wireshark previously in a writing-based callback. ---@param length number optional. The number of bytes to write to the file at the current cursor position, or all if not supplied. ---@return boolean True if succeeded, else returns false along with the error number and string error description. function FrameInfoConst:write_data(file, length) end
local _tl_compat; if (tonumber((_VERSION or ''):match('[%d.]*$')) or 0) < 5.3 then local p, m = pcall(require, 'compat53.module'); if p then _tl_compat = m end end; local ipairs = _tl_compat and _tl_compat.ipairs or ipairs; local string = _tl_compat and _tl_compat.string or string; local table = _tl_compat and _tl_compat.table or table; local types = require('legendary.types') local M = {} local _current_id = 0 local function next_id() _current_id = _current_id + 1 return _current_id end local last_used_item local keymaps = require('legendary.config').keymaps local commands = require('legendary.config').commands local autocmds = require('legendary.config').autocmds local utils = require('legendary.utils') local formatter = require('legendary.formatter') function M.bind_keymap(keymap, kind) keymap = utils.resolve_description(keymap) keymap.kind = (kind or 'legendary.keymap') keymap.id = next_id() types.validate_keymap(keymap) if not keymap or type(keymap) ~= 'table' then utils.notify(string.format('Expected table, got %s', type(keymap))) return end if utils.list_contains(keymaps, keymap) then return end if keymap.opts and (keymap.opts.buffer == 0 or keymap.opts.buffer == true) then keymap.opts.buffer = vim.api.nvim_get_current_buf() end utils.set_keymap(keymap) require('legendary.formatter').update_padding(keymap) for _, resolved_keymap in ipairs(utils.resolve_with_per_mode_description(keymap)) do keymap.id = next_id() table.insert(keymaps, resolved_keymap) end end function M.bind_keymaps(new_keymaps, kind) if not new_keymaps or type(new_keymaps) ~= 'table' then return end if not vim.tbl_islist(new_keymaps) then utils.notify( string.format('Expected list-like table, got %s, at require("legendary").bind_keymaps', type(new_keymaps))) return end vim.tbl_map(function(keymap) M.bind_keymap(keymap, kind) end, new_keymaps) end function M.bind_command(cmd, kind) cmd = utils.resolve_description(cmd) cmd.kind = (kind or 'legendary.command') cmd.id = next_id() types.validate_command(cmd) if not cmd or type(cmd) ~= 'table' then utils.notify(string.format('Expected table, got %s', type(cmd))) return end if cmd.opts and cmd.opts.buffer == 0 then cmd.opts.buffer = vim.api.nvim_get_current_buf() end if utils.list_contains(commands, cmd) then return end utils.set_command(cmd) require('legendary.formatter').update_padding(cmd) table.insert(commands, cmd) end function M.bind_commands(cmds, kind) if not cmds or type(cmds) ~= 'table' then return end if not vim.tbl_islist(cmds) then utils.notify( string.format('Expected list-like table, got %s, at require("legendary").bind_commands', type(cmds))) return end vim.tbl_map(function(cmd) M.bind_command(cmd, kind) end, cmds) end local function bind_autocmd(autocmd, group, kind) autocmd = utils.resolve_description(autocmd) autocmd.kind = (kind or 'legendary.autocmd') autocmd.id = next_id() types.validate_autocmd(autocmd) if not vim.api.nvim_create_augroup then utils.notify( 'Sorry, managing autocmds via legendary.nvim is only supported on Neovim 0.7+ (requires `vim.api.nvim_create_augroup` and `vim.api.nvim_create_autocmd` API functions).') return end if not autocmd or type(autocmd) ~= 'table' then utils.notify(string.format('Expected table, got %s', type(autocmd))) return end if utils.list_contains(autocmds, autocmd) then return end if autocmd.opts and autocmd.opts.buffer == 0 then autocmd.opts.buffer = vim.api.nvim_get_current_buf() end utils.set_autocmd(autocmd, group) if autocmd.description and #autocmd.description > 0 and not (autocmd.opts or {}).once then require('legendary.formatter').update_padding(autocmd) table.insert(autocmds, autocmd) end end local function bind_augroup(augroup, kind) augroup = utils.resolve_description(augroup) types.validate_augroup(augroup) if not vim.api.nvim_create_augroup then utils.notify( 'Sorry, managing autocmds via legendary.nvim is only supported on Neovim 0.7+ (requires `vim.api.nvim_create_augroup` and `vim.api.nvim_create_autocmd` API functions).') return end local group_name = augroup and augroup.name or '' if #group_name == 0 then utils.notify('augroup must have a name') return end local clear = augroup and augroup.clear if clear == nil then clear = true end vim.api.nvim_create_augroup(group_name, { clear = clear }) for _, autocmd in ipairs(augroup) do autocmd.opts = autocmd.opts or {} autocmd.opts.group = group_name bind_autocmd(autocmd, group_name, kind) end end function M.bind_autocmds(au, kind) if utils.is_user_augroup(au) then bind_augroup(au) elseif utils.is_user_autocmd(au) then bind_autocmd(au) else vim.tbl_map(function(augroup_or_autocmd) if utils.is_user_augroup(augroup_or_autocmd) then bind_augroup(augroup_or_autocmd, kind) elseif utils.is_user_autocmd(augroup_or_autocmd) then bind_autocmd(augroup_or_autocmd, kind) end end, au) end end function M.find(item_kind, filters) item_kind = item_kind or '' local current_mode = (vim.fn.mode() or '') local visual_selection = nil if utils.is_visual_mode(current_mode) then visual_selection = utils.get_marks() utils.send_escape_key() end local cursor_position = vim.api.nvim_win_get_cursor(0) local items if item_kind == 'legendary.keymap' then items = keymaps elseif item_kind == 'legendary.command' then items = commands elseif item_kind == 'legendary.autocmd' then items = autocmds else items = vim.list_extend({}, keymaps) items = vim.list_extend(items, commands) items = vim.list_extend(items, autocmds) end if require('legendary.config').most_recent_item_at_top and last_used_item and type(item_kind) == 'string' and vim.startswith(last_used_item.kind, item_kind) then for i, item in ipairs(items) do if item.id == last_used_item.id then table.remove(items, i) table.insert(items, 1, item) goto last_used_item_found end end ::last_used_item_found:: end filters = filters or {} if type(filters) == 'function' then filters = { filters } end table.insert(filters, function(item) return item.opts == nil or item.opts.buffer == nil or item.opts.buffer == vim.api.nvim_get_current_buf() end) for _, filter in ipairs(filters) do if type(filter) ~= 'function' then utils.notify('Passed an item filter that is not a function', vim.log.levels.WARN) goto skip_filter end items = vim.tbl_filter(function(item) local result = filter(item) if type(result) ~= 'boolean' then return true end return result end, items) ::skip_filter:: end local select_kind = string.format( 'legendary.%s', type(item_kind) == 'string' and #item_kind > 0 and item_kind or 'items') local prompt = require('legendary.config').select_prompt if type(prompt) == 'function' then prompt = (prompt)(select_kind) end vim.ui.select(items, { prompt = vim.trim((prompt) or ''), kind = select_kind, format_item = formatter.format, }, function(selected) if not selected then return end if require('legendary.config').most_recent_item_at_top then last_used_item = vim.tbl_extend('force', {}, selected) end vim.schedule(function() require('legendary.executor').try_execute( selected, vim.api.nvim_get_current_buf(), visual_selection, current_mode, cursor_position) end) end) end return M
start_money = 50000 map_update_ms = 80 first_spawn_location = {212225.000000, 192940.000000, 1400.000000, -180.0} -- x, y, z, h vehicle_health_update_ms = 200 vehicle_speed_update_ms = 20 start_time = 10.0 -- 0 to 24 time_locked = true -- does the time is locked time_update_ms = 25000 time_update_value = 0.1 max_level = 300 xp_base = 1000 -- xp needed to pass 1 level xp_added_level = 500 -- xp added to xp needed to pass next level criminal_bonus_base = 1000 -- criminal kill bonus at start criminal_bonus_added = 500 -- criminal kill bonus added at each offence passive_time_to_disable_ms = 30000 passive_delay_after_disable_to_enable_again_ms = 60000 clothing_store_price = 100 sell_vehicle_percentage = 75 max_weapon_ammo = 9999 armor_cost = 250 race_money_won_mult_for_each_player = 1.5 race_money_won = 500 -- money won (race_money_won*(race_money_won_mult_for_each_player*number_of_players_in_race))/place_in_race race_xp_won_mult_for_each_player = 1.5 race_xp_won = 250 -- xp won (race_xp_won*(race_xp_won_mult_for_each_player*number_of_players_in_race))/place_in_race save_command_cooldown_s = 120 save_interval_s = 900 grocery_heist_cooldown_s = 300 grocery_heist_money_min = 200 grocery_heist_money_max = 2000 grocery_energy_bar_price = 2 grocery_energy_bar_health_given = 10 max_energy_bars = 100 duels_win_reward_min = 250 duels_win_reward_max = 1000 duels_weapon = 11 max_friends = 30 salary_interval_s = 900 salary_money = 2500 police_car_id = 3 nitro_price_percentage = 10 -- Price of the nitro in percentage of the vehicle price car_paint_cost = 500 Hats_Price = 50 _Shooting_range_price = 25 _Shooting_range_bullets = 60 _Shooting_range_xp_earned = 150 -- xp at 100 accuracy _CQB_price = 50 _CQB_max_public_records = 3 _CQB_xp_earned = 200 _Bunkers_raw_materials_steal_xp_earned = 400 _Bunkers_raw_materials_steal_kill_bonus = 5000 _Bunkers_weapons_sell_kill_bonus = 10000 admins = { --"steamid", } noclip_speed = 100 OnlineKeys = { ACTION_KEY = "E", ADMIN_KEY = "F10", PLAYER_MENU_KEY = "P", POLICE_KEY = "O", SHOWMOUSE_KEY = "I", TAB_KEY = "Tab", MAP_KEY = "M", LEAVE_MENU_KEY = "Y", -- the key to open the duel menu, heist menu and racing menu to leave OPEN_VEHICLE_HOOD_KEY = "F2", CLOSE_VEHICLE_HOOD_KEY = "F3", OPEN_VEHICLE_TRUNK_KEY = "F4", CLOSE_VEHICLE_TRUNK_KEY = "F5", HELP_KEY = "F1", RESET_ANIMATION_KEY = "1", -- you'll need to modify things to change the script because it's 1 and & } spawns = {} spawns["gas"] = { x = 125773.000000, y = 80246.000000, z = 1645.000000, roty = 90.0, } spawns["town"] = { x = 172955.000000, y = 183155.000000, z = 2142.000000, roty = 0.0, } spawns["harbor"] = { x = 60934.000000, y = 183517.000000, z = 756.000000, roty = 0.0, } spawns["smalltown"] = { x = 41456.000000, y = 134472.000000, z = 1726.000000, roty = 0.0, } spawns["smalltown2"] = { x = -17583.000000, y = -234.000000, z = 2283.000000, roty = 0.0, } spawns["military"] = { x = 153582.000000, y = -148690.000000, z = 1435.000000, roty = 0.0, } spawns["town2"] = { x = -170537.000000, y = -38049.000000, z = 1243.000000, roty = 0.0, } atms_objects = { {-20544,-15466,2060,107}, -- x,y,z,roty {43904,132866,1566,93}, {136728,192593,1288,-90}, {212682,190483,1306,-180}, {-75655,86857,2192,-103}, {-180478,-67312,1146,-87}, {129241,78087,1573,93}, } clothes_npcs = { {178325,186782,1299,-52}, -- x,y,z,roty } car_dealer_vehicles = { {1, 10000}, -- model, price {4, 20000}, {5, 15000}, {6, 75000}, {7, 25000}, {11, 15000}, {12, 50000}, {13, 40000}, {25, 2500}, {27, 15000}, {29, 10000}, {35, 15000}, {37, 100000}, {40, 50000}, {43, 10000}, {50, 15000}, } weapons_shops_weapons = { {2, 4, 1500, 30, 1}, -- weapon model id, weapon object id, price, ammo_sold, price_for_1_bullet {3, 5, 800, 30, 1}, {4, 6, 800, 30, 1}, {5, 7, 1000, 30, 1}, {6, 8, 3000, 30, 3}, {7, 9, 3000, 30, 3}, {8, 10, 6000, 30, 1}, {9, 11, 3000, 30, 1}, {10, 12, 6000, 30, 1}, {11, 13, 10000, 30, 2}, {12, 14, 8000, 30, 2}, {13, 15, 30000, 30, 2}, {14, 16, 10000, 30, 2}, {15, 17, 15000, 30, 4}, {16, 18, 6000, 30, 2}, {17, 19, 10000, 30, 2}, {18, 20, 10000, 30, 2}, {19, 21, 12000, 30, 2}, {20, 22, 20000, 30, 5}, } police_npcs = { -- npcs to join police {173558,192275,1321, 0} -- x, y, z, heading } special_vehicles = { {10, 500000}, -- model, price {26, 1200000}, {30, 2500000}, } Vehicle_armors = { {1, 3000, 20}, -- level required, price, armor in percentage (100 = vehicle damage / 2) {2, 6000, 40}, {3, 9000, 60}, {5, 12000, 80}, {8, 20000, 100}, } wtem_text = [[ Ways to earn money : <br> You can play racing with players <br> You can kill players to steal a part of the money the have on them (You'll become a criminal and you'll have a kill bonus on you if you do that) <br> You can be a Policeman and kill criminals to earn their kill bonus (You'll become a criminal if you kill someone that is not/no longer a criminal) <br> You can rob grocery stores <br> You can do a heist (appartment needed) <br> You earn money while playing on the server <br> You can do duels with players (press E on them) <br> ]] wycd_text = [[ In Onset Online the first thing that you should do is withdraw money at an ATM (Press M to open the map). <br> Then you should buy a garage to store vehicles <br> You can now buy a vehicle at a car dealer <br> You should also buy a weapon and ammo at a Gun Store <br> Open the map to see what you can do <br> ]] --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- ADVANCED action_distance = 275 spawn_loc = {123051.28125, 168295, 3114.56494, 0.0} -- x, y, z, ry input_while_in_ui = INPUT_GAMEANDUI special_spawn_camera_distance = 1000 special_vehicles_spawn_destroy_after_s_if_is_on_the_same_loc = 60 special_vehicles_spawn_higher_distance3d_considered_as_same_loc = 1200 special_vehicles_spawn_cooldown_if_spawn_failed_ms = 3000 police_vehicles_spawn_destroy_after_s_if_is_on_the_same_loc = 60 police_vehicles_spawn_higher_distance3d_considered_as_same_loc = 1200 police_spawn_cooldown_ms = 5000 AnimationsKeys = { {"2", "é"}, {"3", 'Quote'}, {"4", "Apostrophe"}, {"5", "Left Parantheses"}, {"6", "Hyphen"}, {"7", "è"}, {"8", "Underscore"}, {"9", "ç"}, {"0", "à"}, } pickups_triggers = { {1443, "OnPlayerCashAction"}, -- model id, server event {2, "OnPlayerGarageAction"}, {334, "OnPlayerRacingAction"}, {615, "OnPlayerGroceryHeistMoneyAction"} } actions = { {5, 494, "OnATMAction"}, -- hittype, model id, client event {4, 3, "OnPlayerClothingAction"}, {4, 14, "OnPlayerCarDealerAction"}, {5, 340, "OnPlayerManageVehiclesAction"}, {4, 25, "OnPlayerWeaponShopAction"}, {4, 13, "OnPlayerPoliceAction"}, {4, 4, "OnPlayerGroceryAction"}, {4, 26, "OnPlayerSpecialVehiclesAction"}, {4, 10, "OnPlayerHatsStoreAction"}, {5, 1475, "OnPlayerHeistFinalPhaseTakeMoney"}, {3, 14, "OnPlayerHeistFinalPhasePutMoney"}, {4, 29, "OnPlayerTraining"}, {4, 12, "OnPlayerBunker"}, } garages = {} garages[1] = {} garages[1].price = 25000 garages[1].entrance = {172610, 207304, 1408} -- x, y, z garages[1].manage = {173676, 207122, 1408} garages[1].exit = {173805, 207448, 1408} garages[1].vexit = {172099, 206838, 1408, 180} garages[1].vehicles = { -- where vehicles are in the garage {173266, 207321, 1408, -180}, -- x, y, z, roty {173266, 206855, 1408, -180}, {173266, 206312, 1408, -180}, {173266, 205859, 1408, -180}, } garages[2] = {} garages[2].price = 25000 garages[2].entrance = {128998, 75212, 1563} -- x, y, z garages[2].manage = {128850, 74113, 1563} garages[2].exit = {129160, 74009, 1563} garages[2].vexit = {128533, 75460, 1563, 90} garages[2].vehicles = { -- where vehicles are in the garage {129005, 74636, 1563, 90}, -- x, y, z, roty {128545, 74636, 1563, 90}, {128018, 74636, 1563, 90}, {127544, 74636, 1563, 90}, } garages[3] = {} garages[3].price = 20000 garages[3].entrance = {-185733, -51400, 1143} -- x, y, z garages[3].manage = {-186493, -50271, 1143} garages[3].exit = {-185969, -50880, 1143} garages[3].vexit = {-184533, -51573, 1143, -90} garages[3].vehicles = { -- where vehicles are in the garage {-186271, -51392, 1143, 0}, -- x, y, z, roty {-185374, -50518, 1143, -90}, {-184592, -50518, 1143, -90}, } garages[4] = {} garages[4].price = 20000 garages[4].entrance = {175578, 204015, 1305} -- x, y, z garages[4].manage = {174487, 204817, 1305} garages[4].exit = {175092, 204305, 1305} garages[4].vexit = {175714, 202905, 1305, 0} garages[4].vehicles = { -- where vehicles are in the garage {175569, 204636, 1305, -90}, -- x, y, z, roty {174686, 203728, 1305, 0}, {174686, 202919, 1305, 0}, } car_dealer_npcs = { {203059,184339,1304,-39}, -- x,y,z,roty {-182398,-32513,1145,-82}, } car_dealer_showcase = { {204686, 182836, 1304, 90, 204900, 183400, 1304, 0, -135, 0}, -- it will be for the first car dealer here vehicle x, y, z, roty camera x, y, z, rotx, roty, rotz {-182003, -33028, 1145, 0, -181156, -33304, 1145, 0, 135, 0}, } weapons_shops = { {206125,193455,1354,180,205961,193065,1462, -90, 0, 0}, -- npc x, y, z, heading weapon_showcase x, y, z, rotx, roty, rotz {-181997,-41340,1160,0,-181865,-40977,1268, -90, 180, 0}, } racing_objects = { {122498, 108730, 2422}, -- this will be to start race 1, x, y, z {-90958, 39844, 4701}, {196249, 179529, 1304}, {123925, 82024, 1564}, {214192, 99924, 1469}, {-73275, 82465, 2192}, {175904, 157777, 4814}, {195924, 8647, 5678}, {180693, -52970, 1586}, {68536, 184122, 615}, {152094, 218657, 357}, {100200, -13244, 1247}, {100800, -35249, 1301}, {141254, -110083, 1239}, } grocery_npcs = { {171343, 203854, 1410, 180, 171092, 203854, 1410}, -- x, y, z, h, heist money loc x, y, z {42696, 137887, 1578, 0, 42901, 137887, 1578}, {-15370, -2762, 2062, 110, -15448, -2571, 2062}, {128775, 77621, 1573, 90, 128775, 77839, 1574}, {-169052, -39452, 1146, 50, -168900, -39285, 1146}, } specials_vehicles_stores = { { npc = {146579, 179977, 1441, 180}, -- x, y, z, h vehicle_show_pos = {148264, 178912, 1529}, vehicle_show_rot = 180, }, { npc = {34247, 209164, 545, -90}, vehicle_show_pos = {32140, 209637, 545}, vehicle_show_rot = -90, }, { npc = {147656, -135895, 1246, -20}, vehicle_show_pos = {144875, -135689, 1251}, vehicle_show_rot = -20, }, { npc = {169149, -150632, 1247, 70}, vehicle_show_pos = {168528, -152166, 1313}, vehicle_show_rot = 160, }, } duels_locations = { {{174801, 182972, 1960, -180}, {168772, 185192, 1950, -90}}, -- player 1 loc, player 2 loc {{172588, 195556, 1356, 0}, {173427, 190317, 1354, 0}}, {{164396, 198961, 410, 180}, {147883, 198961, 410, 0}}, {{158881, 226845, 850, 10}, {171093, 227171, 800, -175}}, {{191546, 194566, 13400, -90}, {191546, 191063, 13400, 90}}, {{135733, 190753, 1340, 180}, {133227, 193779, 1340, 0}}, {{130104, 203778, 1330, 0}, {143825, 206676, 1340, 180}}, {{59047, 199851, 580, 0}, {58978, 187903, 600, 0}}, {{45863, 145111, 1450, 0}, {37673, 144256, 1450, 90}}, {{-20350, -30557, 2250, -25}, {-15562, -31957, 2250, 155}}, {{-71481, 23526, 4750, 65}, {-92495, 37439, 4750, -115}}, {{-170798, 84210, 1575, 90}, {-181151, 83682, 1575, 90}}, } Default_friends_settings = '[{"settingid": 1, "setting": 2}]' Friend_Settings = { { "Vehicle Access", { "Access of your vehicles to everyone", "Access of your vehicles to you and your friends", "Access of your vehicles to you" } }, } Appartments = { { Entrance = {200746, 198356, 1295}, Appartment_path = "/Game/Geometry/Prefabs/PF_Apartment_01b", Appartment_loc = {200755, 200150, 7100}, Appartment_rot = {0, 180, 0}, Appartment_tp = {200918, 200779, 7196, 90}, Appartment_exit = {200789, 200278, 7195}, Appartment_exit_tp = {201657, 197531, 1380, -90}, Price = 100000, Heist_Trigger = {200915, 201040, 7195}, }, } Police_cars_spawns = { { {173088, 191359, 1322}, -- trigger x, y, z {172501, 190751, 1322, 0} -- car spawn x, y, z, h }, { {172592, 193905, 1322}, {173165, 193711, 1322, 90} }, } Onset_Customs = { { {139763, 207134, 140144, 208229, 1289}, -- zone minx, miny, maxx, maxy, z {140314, 208350, 1289, -90}, -- vehicle x, y, z, h {139934, 207563, 1330, 60}, -- cam x, y, z, h {141519, 206303, 1289, 0}, -- exit x, y, z, h }, { {22758, 134529, 23231, 136065, 1552}, -- zone minx, miny, maxx, maxy, z {22119, 134887, 1553, 0}, -- vehicle x, y, z, h {22649, 135046, 1594, -164}, -- cam x, y, z, h {23127, 137102, 1552, 90}, -- exit x, y, z, h }, } Hats_Objects = { 398, -- from 477 -- to } Hats_Stores = { { {181339, 186803, 1299, -130}, -- npc x, y, z, h {180906, 186492, 1299, 90}, -- player teleport x, y, z, h }, } _Training = { -- You shouldn't add more Training locations yourself { npc = {-14486, 135909, 1559, 0}, -- npc x, y, z, h shooting_range_location = {-14473, 135666, 1558, -175}, -- shooting range teleport player x, y, z, h CQB_spawn_location = {-13708, 135450, 1558, -70}, CQB_targets_locations = { {-13535, 134097}, {-14048, 132851}, {-14218, 132898}, {-14252, 133255}, {-14777, 132768}, {-15408, 132895}, {-14373, 134063}, {-14374, 134357}, {-15327, 134990}, {-15023, 135016}, }, CQB_Objects = { {1, -14180, 135230, 1621, 0, 5, 0, 3.18, 1, 3.23}, -- modelid, x, y, z, rx, ry, rz, sx, sy, sz }, CQB_end_trigger = {-14495, 135313, 1558}, }, } _Animations = { "STOP", "COMBINE", "PICKUP_LOWER", "PICKUP_MIDDLE", "PICKUP_UPPER", "HANDSHEAD_KNEEL", "HANDSHEAD_STAND", "HANDSUP_KNEEL", "HANDSUP_STAND", "ENTERCODE", "VOMIT", "CROSSARMS", "DABSAREGAY", "DONTKNOW", "DUSTOFF", "FACEPALM", "IDONTLISTEN", "FLEXX", "HALTSTOP", "INEAR_COMM", "ITSJUSTRIGHT", "FALLONKNEES", "KUNGFU", "CALLME", "SALUTE", "SHOOSH", "SLAPOWNASS", "SLAPOWNASS2", "THROATSLIT", "THUMBSUP", "WAVE3", "WIPEOFFSWEAT", "KICKDOOR", "LOCKDOOR", "CRAZYMAN", "DARKSOULS", "SMOKING", "CLAP", "SIT01", "SIT02", "SIT03", "SIT04", "SIT05", "SIT06", "SIT07", "LAY01", "LAY02", "LAY03", "LAY04", "LAY05", "LAY06", "LAY07", "LAY08", "LAY09", "LAY10", "LAY11", "LAY12", "LAY13", "LAY14", "LAY15", "LAY16", "LAY17", "LAY18", "WAVE", "WAVE2", "STRETCH", "BOW", "CALL_GUARDS", "CALL_SOMEONE", "CALL_SOMEONE2", "CHECK_EQUIPMENT", "CHECK_EQUIPMENT2", "CHECK_EQUIPMENT3", "CLAP2", "CLAP3", "CHEER", "DRUNK", "FIX_STUFF", "GET_HERE", "GET_HERE2", "GOAWAY", "LAUGH", "SALUTE2", "THINKING", "THROW", "TRIUMPH", "WASH_WINDOWS", "WATCHING", "DANCE01", "DANCE02", "DANCE03", "DANCE04", "DANCE05", "DANCE06", "DANCE07", "DANCE08", "DANCE09", "DANCE10", "DANCE11", "DANCE12", "DANCE13", "DANCE14", "DANCE15", "DANCE16", "DANCE17", "DANCE18", "DANCE19", "DANCE20", "CUFF", "CUFF2", "REVIVE", "PICKAXE_SWING", "CROSSARMS2", "BARCLEAN01", "BARCLEAN02", "PHONE_PUTAWAY", "PHONE_TAKEOUT", "PHONE_TALKING01", "PHONE_TALKING02", "PHONE_TALKING03", "DRINKING", "SHRUG", "SMOKING01", "SMOKING02", "SMOKING03", "THINKING01", "WALLLEAN01", "WALLLEAN02", "WALLLEAN03", "WALLLEAN04", "YAWN", "FISHING", "PHONE_TAKEOUT_HOLD", "PHONE_HOLD", "SHOUT01", "CART_IDLE", "CARRY_IDLE", "CARRY_SETDOWN", "CARRY_SHOULDER_IDLE", "CARRY_SHOULDER_SETDOWN", "HANDSHAKE", "PUSHUP_START", "PUSHUP_IDLE", "PUSHUP_END", "SLAP01", "SLAP01_REACT", "DANCE21", "DANCE22", "DANCE23", "DANCE24", "DANCE25", "DANCE26", "DANCE27", "DANCE28", "DANCE29", "DANCE30", "DANCE31", "DANCE32", "DANCE33", "DANCE34", "DANCE35", "DANCE36", "DANCE37", "DANCE38", "DANCE39", "DANCE40", } -------------------------------------------------------------------------------------------------- -- HEIST CONFIG robbers_invincible_from_no_police_players = true no_kill_bonus_after_kills = 20 -- Kill bonus won't be given if there is too much police kills heist_phases = { { type = "GET_VEHICLE", vehicle = 14, vehpos = {162785, -161888, 1243, 70}, -- veh x, y, z, h vehpos_after = {204235, 200428, 1304, -90}, -- where to put vehicle and spawn for final phase veh_armor_percentage = 50, -- damage of 75 % here kill_bonus_robber = 1000, veh_pos_str = "military", -- used for the police alert }, } heist_final_phase = { use_vehicle_of_phase = 1, bank_enter_trigger = {191330, 198219, 1306, -90}, bank_exit_trigger = {189857, 201556, 810, 180}, objects = { {1475, 184692, 202579, 55, 0, 90, 0, 1, 1, 1}, {1475, 184392, 202579, 55, 0, 90, 0, 1, 1, 1}, {1475, 184092, 202579, 55, 0, 90, 0, 1, 1, 1}, {1475, 183873, 202901, 55, 0, 0, 0, 1, 1, 1}, {1475, 184092, 203167, 55, 0, -90, 0, 1, 1, 1}, {1475, 184392, 203167, 55, 0, -90, 0, 1, 1, 1}, {1475, 184692, 203167, 55, 0, -90, 0, 1, 1, 1}, }, boat = {-229580, 24338, 5, 180}, -- x, y, z, heading boat_zone = {-228968, 22582, -227975, 23746, 150}, -- minx, miny, maxx, maxy, z police_players_required = 2, money_won_max_per_player = 100000, money_taken_per_action = 25000, waypoint_loc = {184392, 202901, 155}, vector_push_boat = {-30000, 0, 0}, kill_bonus_robber = 2000, } ---------------------------------------------------------------------------------------------------------- -- BUNKERS CONFIG _Bunkers_raw_materials_steal_locations = { {988, 146650, -137699, 1151, "military"}, -- pickup modelid, x, y, z, location text for police alert {988, 165472, -157689, 1166, "military"}, } _Bunker_SellWeapons = { final_zone = {-59570, 150971, -56966, 151608, 170}, -- minx, miny, maxx, maxy, z } _Bunkers = { { Bunker_price = 100000, Bunker_enter_location = {46389, 48157, 3058}, -- x, y, z Bunker_spawn_after_exit = {46336, 48427, 3022, 100}, -- x, y, z, h Bunker_spawn_after_enter = {46060, 48150, 2263, 180}, -- x, y, z, h Bunker_exit_location = {46410, 48154, 2263}, -- x, y, z Bunker_NPC_Waiting = {"SIT04", 45774.98828125, 48310, 2263, -90}, -- anim, x, y, z, h Bunker_NPC_Working = {"BARCLEAN01", 45957, 48283, 2263, 90}, -- anim, x, y, z, h Bunker_progress_text3d_location = {45621, 48189, 2263}, -- x, y, z Bunker_Interval_To_Add_1_percent_s = 36, Raw_materials_steal_add_percent = 25, -- add ... percent of raw mats in storage when stealing raw mats Full_Raw_Materials_price = 20000, Bunker_Full_Sell_Money = 25000, Bunker_Working_Objects = { {13, 45942.2421875, 48348.53515625, 2261.4875488281, 90, -90, 0, 1, 1, 1}, -- modelid, x, y, z, rx, ry, rz, sx, sy, sz {986, 45872.5625, 48373.30859375, 2259.9440917969, 0, 24.249610900879, 0, 0.45, 0.8, 0.4}, {987, 45985.64453125, 48397.296875, 2259.8813476, 0, -5.3097558021545, 0, 0.45, 0.8, 0.4}, {13, 45851.50390625, 48386.36328125, 2270.4096679, 0, -65, 0, 1, 1, 1}, {13, 45853.98046875, 48380.5234375, 2270.4096679, 0, -65, 0, 1, 1, 1}, }, Bunker_Objects = { {952, 45774.98828125, 48351.9296875, 2167.8408203125, 0, 0, 0, 1, 1, 1}, -- modelid, x, y, z, rx, ry, rz, sx, sy, sz {542, 45927.7578125, 48361.359375, 2167.8408203125, 0, 0, 0, 1, 1, 1}, }, Bunker_Percentage_Objects = { { p = 10, objects = { {985, 45362.421875, 48311.69921875, 2348.951171875, 0, 0, 0, 0.45, 0.8, 0.4}, {985, 45247.25, 48311.69921875, 2348.951171875, 0, 0, 0, 0.45, 0.8, 0.4}, } }, { p = 20, objects = { {985, 45210.5625, 48239.4453125, 2167.8408203125, 0, 0, 0, 0.45, 0.8, 0.4}, {985, 45307.76953125, 48239.4453125, 2167.8408203125, 0, 0, 0, 0.45, 0.8, 0.4}, } }, { p = 30, objects = { {985, 45405.15234375, 48239.4453125, 2167.8408203125, 0, 0, 0, 0.45, 0.8, 0.4}, {985, 45210.5625, 48239.4453125, 2192.0764160156, 0, 0, 0, 0.45, 0.8, 0.4}, -- z dist = 24.2355957031 } }, { p = 40, objects = { {985, 45307.76953125, 48239.4453125, 2192.0764160156, 0, 0, 0, 0.45, 0.8, 0.4}, {985, 45405.15234375, 48239.4453125, 2192.0764160156, 0, 0, 0, 0.45, 0.8, 0.4}, } }, { p = 50, objects = { {985, 45210.5625, 48239.4453125, 2216.31201172, 0, 0, 0, 0.45, 0.8, 0.4}, {985, 45307.76953125, 48239.4453125, 2216.31201172, 0, 0, 0, 0.45, 0.8, 0.4}, } }, { p = 60, objects = { {985, 45405.15234375, 48239.4453125, 2216.31201172, 0, 0, 0, 0.45, 0.8, 0.4}, {985, 45210.5625, 48239.4453125, 2240.54760742, 0, 0, 0, 0.45, 0.8, 0.4}, } }, { p = 70, objects = { {985, 45307.76953125, 48239.4453125, 2240.54760742, 0, 0, 0, 0.45, 0.8, 0.4}, {985, 45405.15234375, 48239.4453125, 2240.54760742, 0, 0, 0, 0.45, 0.8, 0.4}, } }, { p = 80, objects = { {985, 45210.5625, 48239.4453125, 2264.78320312, 0, 0, 0, 0.45, 0.8, 0.4}, {985, 45307.76953125, 48239.4453125, 2264.78320312, 0, 0, 0, 0.45, 0.8, 0.4}, } }, { p = 90, objects = { {985, 45405.15234375, 48239.4453125, 2264.78320312, 0, 0, 0, 0.45, 0.8, 0.4}, {985, 45210.5625, 48239.4453125, 2289.01879882, 0, 0, 0, 0.45, 0.8, 0.4}, } }, { p = 100, objects = { {985, 45307.76953125, 48239.4453125, 2289.01879882, 0, 0, 0, 0.45, 0.8, 0.4}, {985, 45405.15234375, 48239.4453125, 2289.01879882, 0, 0, 0, 0.45, 0.8, 0.4}, } }, }, }, } ---------------------------------------------------------------------------------------------------- -- CLOTHES CONFIG Clothing_presets_clothes = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 19, 20, 25, 26, 27, 28, 29, } Advanced_clothing_presets = { male = { { clothes = { body = {"/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal01_LPR", false, false, false, {"/Game/CharacterModels/Materials/HZN_Materials/M_HZN_Body_NoShoesLegsTorso", 3}}, clothing0 = {"/Game/CharacterModels/BikerSuit/Meshes/SK_BikerSuit"}, }, }, { clothes = { body = {"/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal01_LPR", false, false, false, {"/Game/CharacterModels/Materials/HZN_Materials/M_HZN_Body_NoShoesLegsTorso", 3}}, clothing0 = {"/Game/CharacterModels/BikerSuit/Meshes/SK_BikerSuit"}, clothing1 = {"/Game/CharacterModels/BikerSuit/Meshes/SK_BikerHelmet"}, }, }, }, female = { }, } Clothing_bodies = { male = { { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal01_LPR", hair = true, body_mask_slot = 3, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal02_LPR", body_mask_slot = 3, hair = true }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal03_LPR", body_mask_slot = 3, hair = true }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal04_LPR", body_mask_slot = 0, hair = true }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal05_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal06_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal07_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal08_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal09_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal10_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal11_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal12_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal13_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal14_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal15_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal16_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal17_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal18_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal19_LPR", body_mask_slot = 0, }, { path = "/Game/CharacterModels/SkeletalMesh/BodyMerged/HZN_CH3D_Normal20_LPR", body_mask_slot = 0, }, }, female = { { path = "/Game/CharacterModels/Female/Meshes/SK_Female01", body_mask_slot = 0, }, { path = "/Game/CharacterModels/Female/Meshes/SK_Female02", body_mask_slot = 0, }, { path = "/Game/CharacterModels/Female/Meshes/SK_Female03", body_mask_slot = 0, }, } } Clothing_hairs = { male = { "/Game/CharacterModels/SkeletalMesh/SK_Hair01", "/Game/CharacterModels/SkeletalMesh/SK_Hair02", "/Game/CharacterModels/SkeletalMesh/SK_Hair03", "/Game/CharacterModels/SkeletalMesh/SK_Hair04", "/Game/CharacterModels/SkeletalMesh/SK_Hair05", "/Game/CharacterModels/SkeletalMesh/SK_Hair06", "/Game/CharacterModels/SkeletalMesh/SK_Hair07", "/Game/CharacterModels/SkeletalMesh/SK_Hair08", "/Game/CharacterModels/SkeletalMesh/SK_Hair09", "/Game/CharacterModels/SkeletalMesh/SK_Hair10", "/Game/CharacterModels/SkeletalMesh/SK_Hair11", "/Game/CharacterModels/SkeletalMesh/SK_Hair12", "/Game/CharacterModels/SkeletalMesh/SK_Hair13", "/Game/CharacterModels/SkeletalMesh/SK_Hair14", "/Game/CharacterModels/SkeletalMesh/SK_Hair15", "/Game/CharacterModels/SkeletalMesh/SK_Hair16", "/Game/CharacterModels/SkeletalMesh/SK_Hair17", "/Game/CharacterModels/SkeletalMesh/SK_Hair18", }, female = { "/Game/CharacterModels/Female/Meshes/SK_Hair01", "/Game/CharacterModels/Female/Meshes/SK_Hair02", "/Game/CharacterModels/Female/Meshes/SK_Hair03", } } Clothing_torso = { male = { {"/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Piece_TShirt_LPR", true}, {"/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Piece_TShirt_Knitted_LPR", true}, {"/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Piece_TShirt_Knitted2_LPR", true}, {"/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Piece_Shirt_LPR", true}, {"/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Piece_FormalShirt_LPR", true}, {"/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Piece_FormalShirt2_LPR", true}, {"/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Knitted_Shirt_LPR", true}, {"/Game/CharacterModels/Clothing/Meshes/SK_Undershirt01"}, {"/Game/CharacterModels/Clothing/Meshes/SK_TShirt01", true}, {"/Game/CharacterModels/Clothing/Meshes/SK_ShirtCombo01", true}, --path, can't put jacket {"/Game/CharacterModels/Clothing/Meshes/SK_Pullover", true}, }, female = { {"/Game/CharacterModels/Female/Meshes/SK_Undershirt01"}, {"/Game/CharacterModels/Female/Meshes/SK_TShirt02", true}, {"/Game/CharacterModels/Female/Meshes/SK_TShirt01", true}, {"/Game/CharacterModels/Female/Meshes/SK_ShirtCombo01", true}, {"/Game/CharacterModels/Female/Meshes/SK_Pullover01", true}, {"/Game/CharacterModels/Female/Meshes/HZN_Outfit_Piece_Shirt_LPR", true}, {"/Game/CharacterModels/Female/Meshes/HZN_Outfit_Piece_FormalShirt_LPR", true}, {"/Game/CharacterModels/Female/Meshes/SK_Jacket02", true}, {"/Game/CharacterModels/Female/Meshes/SK_Jacket01", true}, } } Clothing_jackets = { male = { "/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Piece_Labcoat_LPR", "/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Piece_FormalJacket_LPR", }, female = { "/Game/CharacterModels/Female/Meshes/HZN_Outfit_Piece_FormalJacket_LPR", "/Game/CharacterModels/Female/Meshes/HZN_Outfit_Piece_Labcoat_LPR", } } Clothing_pants = { male = { {"/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Piece_FormalPants_LPR", true}, -- hide legs {"/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Piece_DenimPants_LPR", true}, {"/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Piece_CargoPants_LPR", true}, {"/Game/CharacterModels/Clothing/Meshes/SK_Shorts01"}, {"/Game/CharacterModels/Clothing/Meshes/SK_Jeans01", true}, }, female = { {"/Game/CharacterModels/Female/Meshes/SK_Shorts01"}, {"/Game/CharacterModels/Female/Meshes/SK_Pants02", true}, {"/Game/CharacterModels/Female/Meshes/SK_Pants01", true}, {"/Game/CharacterModels/Female/Meshes/SK_Jeans01", true}, {"/Game/CharacterModels/Female/Meshes/HZN_Outfit_Piece_FormalPants_LPR", true}, {"/Game/CharacterModels/Female/Meshes/HZN_Outfit_Piece_DenimPants_LPR", true}, {"/Game/CharacterModels/Female/Meshes/HZN_Outfit_Piece_CargoPants_LPR", true}, }, } Clothing_shoes = { male = { "/Game/CharacterModels/Clothing/Meshes/SK_Shoes01", "/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Piece_NormalShoes_LPR", "/Game/CharacterModels/SkeletalMesh/Outfits/HZN_Outfit_Piece_BusinessShoes_LPR" }, female = { "/Game/CharacterModels/Female/Meshes/SK_Shoes01", "/Game/CharacterModels/Female/Meshes/SK_Shoes03", "/Game/CharacterModels/Female/Meshes/SK_Shoes04", "/Game/CharacterModels/Female/Meshes/SK_Shoes05", "/Game/CharacterModels/Female/Meshes/SK_Shoes06", } } Body_materials = { -- Don't modify this male = { full = "/Game/CharacterModels/Materials/HZN_Materials/M_HZN_Body", -- /Game/CharacterModels/Materials/HZN_Materials/M_HZN_Body_NoClothes nolegs = "/Game/CharacterModels/Materials/HZN_Materials/M_HZN_Body_NoLegs", noshoes = "/Game/CharacterModels/Materials/HZN_Materials/M_HZN_Body_NoShoes", noshoeslegs = "/Game/CharacterModels/Materials/HZN_Materials/M_HZN_Body_NoShoesLegs", noshoeslegstorso = "/Game/CharacterModels/Materials/HZN_Materials/M_HZN_Body_NoShoesLegsTorso", notorso = "/Game/CharacterModels/Materials/HZN_Materials/M_HZN_Body_NoTorso", }, female = { full = "/Game/CharacterModels/Female/Materials/Skins/MI_BodySkin", -- /Game/CharacterModels/Female/Materials/Skins/MI_Body_NoClothes nolegs = "/Game/CharacterModels/Female/Materials/Skins/MI_Body_NoLegs", noshoeslegs = "/Game/CharacterModels/Female/Materials/Skins/MI_Body_NoShoes", -- /Game/CharacterModels/Female/Materials/Skins/MI_Body_NoShoesLegs noshoeslegstorso = "/Game/CharacterModels/Female/Materials/Skins/MI_Body_NoShoesLegs", -- /Game/CharacterModels/Female/Materials/Skins/MI_Body_NoShoesLegsTorso } }
workspace "PrevEngine" startproject "Sandbox" architecture "x64" configurations { "Debug", "Release", "Distribute" } outputDir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}/" IncludeDir = {} IncludeDir["GLAD"] = "PrevEngine/vendor/GLAD/include" IncludeDir["ImGui"] = "PrevEngine/vendor/ImGui" IncludeDir["glm"] = "PrevEngine/vendor/glm/glm" IncludeDir["Box2D"] = "PrevEngine/vendor/Box2D" IncludeDir["stb"] = "PrevEngine/vendor/stb" include "PrevEngine/vendor/GLAD" include "PrevEngine/vendor/ImGui" include "PrevEngine/vendor/Box2D" include "PrevEngine/vendor/stb" include "PrevEngine/vendor/glm" -- Used by both IncludeDir["entityx"] = "PrevEngine/vendor/entityx" include "PrevEngine/vendor/entityx" IncludeDir["lua"] = "Sandbox/vendor/lua" include "Sandbox/vendor/lua" --[[ Rendering API supported | renderingAPI --------------------------------------- DirectX | PV_RENDERING_API_DIRECTX // currently not supported OpenGL | PV_RENDERING_API_OPENGL ]]-- renderingAPI = "PV_RENDERING_API_OPENGL" if (renderingAPI ~= "PV_RENDERING_API_OPENGL") then io.write("Only OpenGL supported. Use renderingAPI = \"PV_RENDERING_API_OPENGL\"") end --[[ Platform supported | platform ---------------------------------- Window | PV_PLATFORM_WINDOWS ]]-- platform = "PV_PLATFORM_WINDOWS" --[[ Windowing API supprted | windowingAPI -------------------------------------- Win32 | PV_WINDOWING_API_WIN32 -- Dosen't support imgui viewport and can be only used if PV_PLATFORM_WINDOWS GLFW | PV_WINDOWING_API_GLFW -- Cross platform and support imgui viewport ]]-- windowingAPI = "PV_WINDOWING_API_GLFW" if (windowingAPI == "PV_WINDOWING_API_GLFW") then IncludeDir["glfw"] = "PrevEngine/vendor/glfw/include" include "PrevEngine/vendor/glfw" end project "PrevEngine" location "PrevEngine" kind "StaticLib" language "C++" targetdir ("bin/" .. outputDir .. "%{prj.name}") objdir ("bin-int/" .. outputDir .. "%{prj.name}") files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp" } if (windowingAPI == "PV_WINDOWING_API_GLFW") then removefiles { "%{prj.name}/src/platform/windows/windowswindow.cpp", "%{prj.name}/src/platform/windows/windowswindow.h", "%{prj.name}/src/platform/windows/imguiwindowsinit.cpp", "%{prj.name}/src/platform/windows/imguiwindowsinit.h", } links { "GLFW" } includedirs { "%{IncludeDir.glfw}", } else removefiles { "%{prj.name}/src/platform/glfw/**.*", } end includedirs { "%{prj.name}/src", "%{IncludeDir.GLAD}", "%{IncludeDir.ImGui}", "%{IncludeDir.glm}", "%{IncludeDir.entityx}", "%{IncludeDir.Box2D}", "%{IncludeDir.lua}", "%{IncludeDir.stb}" } links { "GLAD", "ImGui", "entityx", "Box2D", "lua" } filter "system:windows" cppdialect "C++17" staticruntime "On" systemversion "latest" defines { platform, renderingAPI, windowingAPI, "PV_BUILD_LIB", "PV_ENABLE_ASSERTS", "_CRT_SECURE_NO_WARNINGS" } removefiles { "%{prj.name}/src/platform/linux/*", } pchheader "pch.h" filter "action:vs*" pchsource "PrevEngine/src/pch.cpp" filter "configurations:Debug" defines {"PV_DEBUG"} symbols "On" filter "configurations:Release" defines {"PV_RELEASE"} optimize "On" filter "configurations:Distribute" defines {"PV_DIST"} optimize "On" project "Sandbox" location "Sandbox" kind "ConsoleApp" language "C++" targetdir ("bin/" .. outputDir .. "%{prj.name}") objdir ("bin-int/" .. outputDir .. "%{prj.name}") files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp", } includedirs { "PrevEngine/src", "%{prj.name}/src", "%{IncludeDir.glm}", "%{IncludeDir.entityx}", "%{IncludeDir.Box2D}", "%{IncludeDir.lua}" } links { "PrevEngine" } filter "system:windows" cppdialect "C++17" staticruntime "On" systemversion "latest" defines { platform, windowingAPI, "_CRT_SECURE_NO_WARNINGS" } pchheader "pch.h" filter "action:vs*" pchsource "Sandbox/src/pch.cpp" filter "configurations:Debug" defines {"PV_DEBGU"} symbols "On" filter "configurations:Release" defines {"PV_RELEASE"} optimize "On" filter "configurations:Distribute" defines {"PV_DIST"} optimize "On"
--时穿剑·鸳鸯剑 local m=14000007 local cm=_G["c"..m] function cm.initial_effect(c) --link summon aux.AddLinkProcedure(c,nil,2,2,cm.lcheck) c:EnableReviveLimit() --direct attack local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_DIRECT_ATTACK) e1:SetCondition(cm.dircon) c:RegisterEffect(e1) --battle damage to effect damage local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetCode(EFFECT_BATTLE_DAMAGE_TO_EFFECT) c:RegisterEffect(e2) --actlimit local e3=Effect.CreateEffect(c) e3:SetType(EFFECT_TYPE_FIELD) e3:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e3:SetCode(EFFECT_CANNOT_ACTIVATE) e3:SetRange(LOCATION_MZONE) e3:SetTargetRange(0,1) e3:SetValue(cm.aclimit) e3:SetCondition(cm.actcon) c:RegisterEffect(e3) --active local e4=Effect.CreateEffect(c) e4:SetDescription(aux.Stringid(m,0)) e4:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH) e4:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F) e4:SetProperty(EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DAMAGE_CAL) e4:SetCode(EVENT_DAMAGE) e4:SetRange(LOCATION_MZONE) e4:SetCountLimit(1) e4:SetTarget(cm.atktg) e4:SetCondition(cm.atkcon) e4:SetOperation(cm.atkop) c:RegisterEffect(e4) end function cm.lcheck(g,lc) return g:GetClassCount(Card.GetCode)==g:GetCount() end function cm.sfilter(c,e,tp,tc) return c:IsSetCard(0x1404) and c:IsAbleToHand() and not c:IsCode(tc:GetCode()) end function cm.dircon(e) return e:GetHandler():GetColumnGroupCount()==0 end function cm.aclimit(e,re,tp) return not re:GetHandler():IsImmuneToEffect(e) end function cm.actcon(e) return Duel.GetAttacker()==e:GetHandler() or Duel.GetAttackTarget()==e:GetHandler() end function cm.atkcon(e,tp,eg,ep,ev,re,r,rp) return ep~=tp and bit.band(r,REASON_EFFECT)~=0 and re:GetHandler():IsSetCard(0x1404) end function cm.atktg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_DECK) end function cm.atkop(e,tp,eg,ep,ev,re,r,rp) local tc=re:GetHandler() local c=e:GetHandler() if not c:IsRelateToEffect(e) or Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOZONE) local s=Duel.SelectDisableField(tp,1,LOCATION_MZONE,0,0) local nseq=math.log(s,2) if Duel.MoveSequence(c,nseq) and Duel.IsExistingMatchingCard(cm.sfilter,tp,LOCATION_DECK,0,1,nil,e,tp,tc) then return true end Duel.BreakEffect() Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND) local g=Duel.SelectMatchingCard(tp,cm.sfilter,tp,LOCATION_DECK,0,1,1,nil,e,tp,tc) if g:GetCount()>0 then Duel.SendtoHand(g,nil,REASON_EFFECT) Duel.ConfirmCards(1-tp,g) end end
-------------------------------- -- @module Widget -- @extend ProtectedNode,LayoutParameterProtocol -- @parent_module ccui -------------------------------- -- Changes the percent that is widget's percent size<br> -- param percent that is widget's percent size -- @function [parent=#Widget] setSizePercent -- @param self -- @param #vec2_table percent -------------------------------- -- -- @function [parent=#Widget] getCustomSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- -- @function [parent=#Widget] getLeftBoundary -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Sets whether the widget should be flipped horizontally or not.<br> -- param bFlippedX true if the widget should be flipped horizaontally, false otherwise. -- @function [parent=#Widget] setFlippedX -- @param self -- @param #bool flippedX -------------------------------- -- Gets the Virtual Renderer of widget.<br> -- For example, a button's Virtual Renderer is it's texture renderer.<br> -- return Node pointer. -- @function [parent=#Widget] getVirtualRenderer -- @param self -- @return Node#Node ret (return value: cc.Node) -------------------------------- -- brief Allow widget touch events to propagate to its parents. Set false will disable propagation<br> -- since v3.3 -- @function [parent=#Widget] setPropagateTouchEvents -- @param self -- @param #bool isPropagate -------------------------------- -- Returns size percent of widget<br> -- return size percent -- @function [parent=#Widget] getSizePercent -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- Set the percent(x,y) of the widget in OpenGL coordinates<br> -- param percent The percent (x,y) of the widget in OpenGL coordinates -- @function [parent=#Widget] setPositionPercent -- @param self -- @param #vec2_table percent -------------------------------- -- brief Specify widget to swallow touches or not<br> -- since v3.3 -- @function [parent=#Widget] setSwallowTouches -- @param self -- @param #bool swallow -------------------------------- -- -- @function [parent=#Widget] getLayoutSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- Sets whether the widget is hilighted<br> -- The default value is false, a widget is default to not hilighted<br> -- param hilight true if the widget is hilighted, false if the widget is not hilighted. -- @function [parent=#Widget] setHighlighted -- @param self -- @param #bool hilight -------------------------------- -- Changes the position type of the widget<br> -- see PositionType<br> -- param type the position type of widget -- @function [parent=#Widget] setPositionType -- @param self -- @param #int type -------------------------------- -- Query whether the widget ignores user deinfed content size or not<br> -- return bool -- @function [parent=#Widget] isIgnoreContentAdaptWithSize -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#Widget] getVirtualRendererSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- Determines if the widget is highlighted<br> -- return true if the widget is highlighted, false if the widget is not hignlighted . -- @function [parent=#Widget] isHighlighted -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Gets LayoutParameter of widget.<br> -- see LayoutParameter<br> -- param type Relative or Linear<br> -- return LayoutParameter -- @function [parent=#Widget] getLayoutParameter -- @param self -- @return LayoutParameter#LayoutParameter ret (return value: ccui.LayoutParameter) -------------------------------- -- Checks a point if is in widget's space<br> -- param point<br> -- return true if the point is in widget's space, flase otherwise. -- @function [parent=#Widget] hitTest -- @param self -- @param #vec2_table pt -- @return bool#bool ret (return value: bool) -------------------------------- -- Gets the position type of the widget<br> -- see PositionType<br> -- return type the position type of widget -- @function [parent=#Widget] getPositionType -- @param self -- @return int#int ret (return value: int) -------------------------------- -- -- @function [parent=#Widget] getTopBoundary -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Note: when you set _ignoreSize to true, no matther you call setContentSize or not, <br> -- the widget size is always equal to the return value of the member function getVirtualRendererSize.<br> -- param ignore, set member variabl _ignoreSize to ignore -- @function [parent=#Widget] ignoreContentAdaptWithSize -- @param self -- @param #bool ignore -------------------------------- -- When a widget is in a layout, you could call this method to get the next focused widget within a specified direction. <br> -- If the widget is not in a layout, it will return itself<br> -- param dir the direction to look for the next focused widget in a layout<br> -- param current the current focused widget<br> -- return the next focused widget in a layout -- @function [parent=#Widget] findNextFocusedWidget -- @param self -- @param #int direction -- @param #ccui.Widget current -- @return Widget#Widget ret (return value: ccui.Widget) -------------------------------- -- Determines if the widget is enabled<br> -- return true if the widget is enabled, false if the widget is disabled. -- @function [parent=#Widget] isEnabled -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- return whether the widget is focused or not -- @function [parent=#Widget] isFocused -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#Widget] getTouchBeganPosition -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- Determines if the widget is touch enabled<br> -- return true if the widget is touch enabled, false if the widget is touch disabled. -- @function [parent=#Widget] isTouchEnabled -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#Widget] getActionTag -- @param self -- @return int#int ret (return value: int) -------------------------------- -- Gets world position of widget.<br> -- return world position of widget. -- @function [parent=#Widget] getWorldPosition -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- return true represent the widget could accept focus, false represent the widget couldn't accept focus -- @function [parent=#Widget] isFocusEnabled -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- param focus pass true to let the widget get focus or pass false to let the widget lose focus<br> -- return void -- @function [parent=#Widget] setFocused -- @param self -- @param #bool focus -------------------------------- -- -- @function [parent=#Widget] setActionTag -- @param self -- @param #int tag -------------------------------- -- Sets whether the widget is touch enabled<br> -- The default value is false, a widget is default to touch disabled<br> -- param visible true if the widget is touch enabled, false if the widget is touch disabled. -- @function [parent=#Widget] setTouchEnabled -- @param self -- @param #bool enabled -------------------------------- -- Sets whether the widget should be flipped vertically or not.<br> -- param bFlippedY true if the widget should be flipped vertically, flase otherwise. -- @function [parent=#Widget] setFlippedY -- @param self -- @param #bool flippedY -------------------------------- -- Sets whether the widget is enabled<br> -- true if the widget is enabled, widget may be touched , false if the widget is disabled, widget cannot be touched.<br> -- The default value is true, a widget is default to enabled<br> -- param enabled -- @function [parent=#Widget] setEnabled -- @param self -- @param #bool enabled -------------------------------- -- -- @function [parent=#Widget] getRightBoundary -- @param self -- @return float#float ret (return value: float) -------------------------------- -- To set the bright style of widget.<br> -- see BrightStyle<br> -- param style BrightStyle::NORMAL means the widget is in normal state, BrightStyle::HIGHLIGHT means the widget is in highlight state. -- @function [parent=#Widget] setBrightStyle -- @param self -- @param #int style -------------------------------- -- Sets a LayoutParameter to widget.<br> -- see LayoutParameter<br> -- param LayoutParameter pointer<br> -- param type Relative or Linear -- @function [parent=#Widget] setLayoutParameter -- @param self -- @param #ccui.LayoutParameter parameter -------------------------------- -- -- @function [parent=#Widget] clone -- @param self -- @return Widget#Widget ret (return value: ccui.Widget) -------------------------------- -- param enable pass true/false to enable/disable the focus ability of a widget<br> -- return void -- @function [parent=#Widget] setFocusEnabled -- @param self -- @param #bool enable -------------------------------- -- -- @function [parent=#Widget] getBottomBoundary -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Determines if the widget is bright<br> -- return true if the widget is bright, false if the widget is dark. -- @function [parent=#Widget] isBright -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Return whether the widget is propagate touch events to its parents or not<br> -- since v3.3 -- @function [parent=#Widget] isPropagateTouchEvents -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#Widget] getCurrentFocusedWidget -- @param self -- @return Widget#Widget ret (return value: ccui.Widget) -------------------------------- -- when a widget calls this method, it will get focus immediately. -- @function [parent=#Widget] requestFocus -- @param self -------------------------------- -- @overload self, size_table -- @overload self -- @function [parent=#Widget] updateSizeAndPosition -- @param self -- @param #size_table parentSize -------------------------------- -- -- @function [parent=#Widget] getTouchMovePosition -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- Gets the size type of widget.<br> -- see SizeType<br> -- param type that is widget's size type -- @function [parent=#Widget] getSizeType -- @param self -- @return int#int ret (return value: int) -------------------------------- -- -- @function [parent=#Widget] addTouchEventListener -- @param self -- @param #function callback -------------------------------- -- -- @function [parent=#Widget] getTouchEndPosition -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- Gets the percent (x,y) of the widget in OpenGL coordinates<br> -- see setPosition(const Vec2&)<br> -- return The percent (x,y) of the widget in OpenGL coordinates -- @function [parent=#Widget] getPositionPercent -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- Set a click event handler to the widget -- @function [parent=#Widget] addClickEventListener -- @param self -- @param #function callback -------------------------------- -- Returns the flag which indicates whether the widget is flipped horizontally or not.<br> -- It only flips the texture of the widget, and not the texture of the widget's children.<br> -- Also, flipping the texture doesn't alter the anchorPoint.<br> -- If you want to flip the anchorPoint too, and/or to flip the children too use:<br> -- widget->setScaleX(sprite->getScaleX() * -1);<br> -- return true if the widget is flipped horizaontally, false otherwise. -- @function [parent=#Widget] isFlippedX -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Return the flag which indicates whether the widget is flipped vertically or not.<br> -- It only flips the texture of the widget, and not the texture of the widget's children.<br> -- Also, flipping the texture doesn't alter the anchorPoint.<br> -- If you want to flip the anchorPoint too, and/or to flip the children too use:<br> -- widget->setScaleY(widget->getScaleY() * -1);<br> -- return true if the widget is flipped vertically, flase otherwise. -- @function [parent=#Widget] isFlippedY -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#Widget] isClippingParentContainsPoint -- @param self -- @param #vec2_table pt -- @return bool#bool ret (return value: bool) -------------------------------- -- Changes the size type of widget.<br> -- see SizeType<br> -- param type that is widget's size type -- @function [parent=#Widget] setSizeType -- @param self -- @param #int type -------------------------------- -- Sets whether the widget is bright<br> -- The default value is true, a widget is default to bright<br> -- param visible true if the widget is bright, false if the widget is dark. -- @function [parent=#Widget] setBright -- @param self -- @param #bool bright -------------------------------- -- Return whether the widget is swallowing touch or not<br> -- since v3.3 -- @function [parent=#Widget] isSwallowTouches -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#Widget] enableDpadNavigation -- @param self -- @param #bool enable -------------------------------- -- Allocates and initializes a widget. -- @function [parent=#Widget] create -- @param self -- @return Widget#Widget ret (return value: ccui.Widget) -------------------------------- -- Returns the "class name" of widget. -- @function [parent=#Widget] getDescription -- @param self -- @return string#string ret (return value: string) -------------------------------- -- Changes the position (x,y) of the widget in OpenGL coordinates<br> -- Usually we use p(x,y) to compose Vec2 object.<br> -- The original point (0,0) is at the left-bottom corner of screen.<br> -- param position The position (x,y) of the widget in OpenGL coordinates -- @function [parent=#Widget] setPosition -- @param self -- @param #vec2_table pos -------------------------------- -- -- @function [parent=#Widget] setContentSize -- @param self -- @param #size_table contentSize -------------------------------- -- Default constructor -- @function [parent=#Widget] Widget -- @param self return nil
local route_111_rest = DoorSlot("route_111", "rest") local route_111_rest_hub = DoorSlotHub("route_111", "rest", route_111_rest) route_111_rest:setHubIcon(route_111_rest_hub) local route_111_mirage = DoorSlot("route_111", "mirage") local route_111_mirage_hub = DoorSlotHub("route_111", "mirage", route_111_mirage) route_111_mirage:setHubIcon(route_111_mirage_hub) local route_111_regi = DoorSlot("route_111", "regi") local route_111_regi_hub = DoorSlotHub("route_111", "regi", route_111_regi) route_111_regi:setHubIcon(route_111_regi_hub) local route_111_winstrate = DoorSlot("route_111", "winstrate") local route_111_winstrate_hub = DoorSlotHub("route_111", "winstrate", route_111_winstrate) route_111_winstrate:setHubIcon(route_111_winstrate_hub)
-- Encoding: utf-8 -- Started: 2014-10-06 -- Author: Shmuel Zeigerman -- luacheck: globals rex Editors MenuPos local function LOG(fmt,...) win.OutputDebugString(fmt:format(...)) end local function ErrMsg (msg, title, flags) far.Message(msg, title or "[Highlight] Error", nil, (flags or "").."w") end -- Global variables rex = rex or {} Editors = Editors or {} MenuPos = MenuPos or 1 if not rex.new then local DllName = far.PluginStartupInfo().ModuleDir .. "rex_onig.dl" local luaopen = package.loadlib(DllName, "luaopen_rex_onig") if not luaopen then ErrMsg("Could not load\n" .. DllName) return end rex = luaopen() local Utf8ToUtf16 = win.Utf8ToUtf16 local orig_new = rex.new rex.new = function (pat, cf, syn) return orig_new(Utf8ToUtf16(pat), cf, "UTF16_LE", syn or "PERL_NG") end local methods = getmetatable(orig_new(".")).__index methods.findW = function(r, s, init) -- simplified method: only 1-st capture local from, to, cap = r:find(s, 2*init-1) if from then from, to = (from+1)/2, to/2; return from, to, cap; end end methods.tfindW = function(r, s, init) local from, to, t = r:tfind(s, 2*init-1) if from then from, to = (from+1)/2, to/2; return from, to, t; end end end local function NormalizeFastLines (p) p = math.floor(tonumber(p) or 200) p = math.max(p, 0) p = math.min(p, 999999) return p end local function NormalizeColorPriority (p) p = math.floor(tonumber(p) or 10) p = math.max(p, 0) p = math.min(p, 0xFFFFFFFF) return p end local F = far.Flags local band, bor, bxor, lshift = bit64.band, bit64.bor, bit64.bxor, bit64.lshift local acFlags = bor(F.ECF_TABMARKCURRENT, F.ECF_AUTODELETE) local AppTitle local Hist_Config, Config local Hist_Extra, Extra local Owner local PatEndLine = rex.new("$") local Classes = {} local libDialog = require "far2.dialog" local libHistory = require "far2.history" -- initialize AppTitle, Owner, Hist_Config, Config. do local info = export.GetGlobalInfo() AppTitle, Owner = info.Title, info.Guid Hist_Config = libHistory.newsettings(nil, "Config") Config = Hist_Config.Data Hist_Extra = libHistory.newsettings(nil, "ExtraData") Extra = Hist_Extra.Data far.ReloadDefaultScript = Config.bDebugMode Config.nColorPriority = NormalizeColorPriority(Config.nColorPriority) Config.nFastLines = NormalizeFastLines(Config.nFastLines) if Config.bFastMode==nil then Config.bFastMode=true end -- default=true if Config.On==nil then Config.On=true end -- default=true end -- NOT USED: IS IT REALLY NEEDED? local function toreal(id, y, pos) return editor.TabToReal(id, y, pos) end local function template(str, ...) local rep = {...} str = str:gsub("%%(.)", function(c) local n = tonumber(c) return n and rep[n] and win.Utf16ToUtf8(rep[n]) or c end) return str end local COLNAMES = { black =0x0; darkblue =0x1; darkgreen =0x2; darkaqua =0x3; darkred =0x4; darkpurple =0x5; darkyellow =0x6; gold =0x6; darkwhite =0x7; gray7=0x7; grey7=0x7; gray =0x8; grey =0x8; gray8=0x8; grey8=0x8; blue =0x9; green =0xA; aqua =0xB; red =0xC; purple =0xD; yellow =0xE; white =0xF; } local function ProcessFullColor(color) if type(color) == "number" then return color elseif type(color) == "string" then local fg,bg = color:match("(%l+)[%- ]+on[%- ]+(%l+)") -- e.g. "yellow on gold" if fg and COLNAMES[fg] and COLNAMES[bg] then return bor(COLNAMES[fg], lshift(COLNAMES[bg],4)) end if COLNAMES[color] then -- specified only one color, let it be frground; inverse for bkground return bor(COLNAMES[color], lshift(bxor(COLNAMES[color],0x8),4)) end end return 0x0F end local function FormColor (syntax, elem) if elem.color then return ProcessFullColor(elem.color) end local fgdefault = 0x0F local bgdefault = COLNAMES[syntax.bgcolor] or syntax.bgcolor or 0x00 local fgcolor = band( COLNAMES[elem.fgcolor] or elem.fgcolor or fgdefault, 0x0F ) local bgcolor = band( COLNAMES[elem.bgcolor] or elem.bgcolor or bgdefault, 0x0F ) return bor(fgcolor, lshift(bgcolor,4)) end local function CompileSyntax (Syntax, filename, classname) local function s_error (msg, numelement) -- syntax_error local s = ([[ %s file: %s class: %s element: #%d]]):format(msg, filename, classname, numelement) error(s) end local Out = {} local tPatterns = {} for i,v in ipairs(Syntax) do local T = {} Out[i] = T if v.pattern==nil and v.pat_open==nil then s_error("neither field 'pattern' nor 'pat_open' specified", i) end if v.pattern then if type(v.pattern)~="string" then s_error("field 'pattern': string expected", i) end tPatterns[i] = "(".. v.pattern ..")" else if type(v.pat_open)~="string" then s_error("field 'pat_open': string expected", i) end if type(v.pat_close)~="string" then s_error("field 'pat_close': string expected", i) end tPatterns[i] = "(".. v.pat_open ..")" T.pat_close = v.pat_close T.pat_skip = type(v.pat_skip)=="string" and rex.new(v.pat_skip,"x") T.pat_continue = type(v.pat_continue)=="string" and rex.new(v.pat_continue,"x") end local pat = rex.new(v.pattern or v.pat_open) -- can throw error T.capstart = i==1 and 1 or (Out[i-1].capend + 1) T.capend = T.capstart + pat:capturecount() T.color = FormColor(Syntax, v) T.color_unfinished = ProcessFullColor(v.color_unfinished) end Out.pattern = rex.new(table.concat(tPatterns,"|"), "x"); Out.bracketcolor = tonumber(Syntax.bracketcolor) or 0x1C Out.bracketmatch = Syntax.bracketmatch and true return Out end local function MakeGetString (EditorID, ymin, ymax, ymin_paint) local func = editor.GetStringW local y = ymin - 1 return function() if y < ymax then y = y + 1 return func(EditorID,y,3), y, y >= ymin_paint end end end local function RedrawSyntax (Syn, ei, GetNextString, Priority, extrapattern, extracolor) local current -- current item of Syn local pat_close local ID = ei.EditorID local openbracket, bstack, bpattern, opattern if Syn.bracketmatch then local char = editor.GetString(ID, nil, 3):sub(ei.CurPos, ei.CurPos) openbracket = char=="(" or char=="[" or char=="{" local closebracket = char==")" or char=="]" or char=="}" bstack = openbracket and 0 or closebracket and {} if bstack then if char=="(" or char==")" then bpattern, opattern = rex.new("([()])"), "(\0" elseif char=="[" or char=="]" then bpattern, opattern = rex.new("([\\[\\]])"), "[\0" else bpattern, opattern = rex.new("([{}])"), "{\0" end editor.AddColor(ID,ei.CurLine,ei.CurPos,ei.CurPos,acFlags,Syn.bracketcolor,Priority+1,Owner) end end for str, y, need_paint in GetNextString do if bstack and need_paint then if openbracket then if y >= ei.CurLine then local start = (y == ei.CurLine) and ei.CurPos+1 or 1 while true do local from, to, br = bpattern:findW(str, start) if not from then break end start = to + 1 if br == opattern then bstack = bstack + 1 else if bstack > 0 then bstack = bstack - 1 else editor.AddColor(ID, y, from, to, acFlags, Syn.bracketcolor, Priority+1, Owner) bstack = nil break end end end end else -- if closebracket if y <= ei.CurLine then local start = 1 while true do local from, to, br = bpattern:findW(str, start) if not from then if y == ei.CurLine then bstack = nil; end break end start = to + 1 if y == ei.CurLine and from == ei.CurPos then if bstack[1] then editor.AddColor(ID, bstack[#bstack-1], bstack[#bstack], bstack[#bstack], acFlags, Syn.bracketcolor, Priority+1, Owner) end bstack = nil break else if br == opattern then bstack[#bstack+1] = y bstack[#bstack+1] = from else bstack[#bstack] = nil bstack[#bstack] = nil end end end end end end if need_paint and extrapattern then local start = 1 while true do local from, to = extrapattern:findW(str, start) if not from then break end start = to>=from and to+1 or from+1 if to >= from then editor.AddColor(ID, y, from, to, acFlags, extracolor, Priority+2, Owner) end end end local left = 1 while true do if current == nil then -- outside long string or long comment local from, to, capts = Syn.pattern:tfindW(str, left) if from == nil then break end local color for _,v in ipairs(Syn) do if capts[v.capstart] then color = v.color if v.pat_close then current = v pat_close = rex.new(template(v.pat_close, unpack(capts,v.capstart+1,v.capend)), "x") end break end end if need_paint and color then editor.AddColor(ID, y, from, to, acFlags, color, Priority, Owner) end left = (to >= from and to or from) + 1 else -- inside long string or long comment if current.pat_skip then local color = current.color local old_left = left local nextline local from, to = current.pat_skip:findW(str, left) if from then left = to + 1 end if current.pat_continue then from, to = current.pat_continue:findW(str, left) if from == left then nextline = true else from, to = pat_close:findW(str, left) if from == nil then color = current.color_unfinished or color from, to = PatEndLine:findW(str, left) end end end if need_paint and old_left <= to then editor.AddColor(ID, y, old_left, to, acFlags, color, Priority, Owner) end if nextline == nil then left = to + 1 current = nil else break end else local from, to = pat_close:findW(str, left) if not from then from, to = PatEndLine:findW(str, left) end if need_paint and left <= to then editor.AddColor(ID, y, left, to, acFlags, current.color, Priority, Owner) end if from <= to then left = to + 1 current = nil else break end end end end end end local function RedrawExtraPattern (ei, Priority, extrapattern, extracolor) local ID = ei.EditorID local GetNextString = MakeGetString(ID, ei.TopScreenLine, math.min(ei.TopScreenLine+ei.WindowSizeY-1, ei.TotalLines), ei.TopScreenLine) while true do local str, y, need_paint = GetNextString() if not str then break end if need_paint then local start = 1 while true do local from, to = extrapattern:findW(str, start) if not from then break end start = to>=from and to+1 or from+1 if to >= from then editor.AddColor(ID, y, from, to, acFlags, extracolor, Priority+2, Owner) end end end end end local function ShowSettings() local Guid = win.Uuid("77D9B9B8-162A-4DEC-BF8F-16079D5F79E7") local Width = 73 local X1, X2 = 5, math.floor(Width/2-1) local X3, X4 = X2+1, Width-6 local Dlg = libDialog.NewDialog() Dlg.dbox = {F.DI_DOUBLEBOX, 3, 1, Width-4, 12, 0,0,0,0, AppTitle} Dlg.sboxAll = {F.DI_SINGLEBOX, X1, 2, X2, 7, 0,0,0,0, "All files"} Dlg.cbHighAll = {F.DI_CHECKBOX, X1+1, 3, 0, 0, 0,0,0,0, "&Highlight"} Dlg.cbFastAll = {F.DI_CHECKBOX, X1+1, 4, 0, 0, 0,0,0,0, "&Fast rendering"} Dlg.labFastLinesAll = {F.DI_TEXT, X1+5, 5, 0, 0, 0,0,0,0, "&Lines"} Dlg.edFastLinesAll = {F.DI_FIXEDIT, X2-11, 5, X2-2, 0, 0,0,"999999",F.DIF_MASKEDIT, ""} Dlg.label = {F.DI_TEXT, X1+1, 6, 0, 0, 0,0,0,0, "Color &priority"} Dlg.edPriorAll = {F.DI_FIXEDIT, X2-11, 6, X2-2, 0, 0,0,"9999999999",F.DIF_MASKEDIT, ""} Dlg.sboxCur = {F.DI_SINGLEBOX, X3, 2, X4, 7, 0,0,0,0, "Current file"} Dlg.cbHighCur = {F.DI_CHECKBOX, X3+1, 3, 0, 0, 0,0,0,0, "H&ighlight"} Dlg.cbFastCur = {F.DI_CHECKBOX, X3+1, 4, 0, 0, 0,0,0,0, "F&ast rendering"} Dlg.labFastLinesCur = {F.DI_TEXT, X3+5, 5, 0, 0, 0,0,0,0, "Li&nes"} Dlg.edFastLinesCur = {F.DI_FIXEDIT, X4-11, 5, X4-2, 0, 0,0,"999999",F.DIF_MASKEDIT, ""} Dlg.label = {F.DI_TEXT, X3+1, 6, 0, 0, 0,0,0,0, "Color p&riority"} Dlg.edPriorCur = {F.DI_FIXEDIT, X4-11, 6, X4-2, 0, 0,0,"9999999999",F.DIF_MASKEDIT, ""} Dlg.btBench = {F.DI_BUTTON, 5, 8, 0, 0, 0, 0,0,F.DIF_BTNNOCLOSE,"&Benchmark"} Dlg.edBench = {F.DI_EDIT, 19, 8, Width-7, 0, 0, 0,0,F.DIF_READONLY, ""} Dlg.cbDebug = {F.DI_CHECKBOX, 5, 9, 0, 0, 0,0,0,0, "&Debug mode"} Dlg.sep = {F.DI_TEXT, -1, 10, 0, 0, 0, 0,0,F.DIF_SEPARATOR,""} Dlg.btOk = {F.DI_BUTTON, 0, 11, 0, 0, 0, 0,0,{DIF_DEFAULTBUTTON=1,DIF_CENTERGROUP=1},"OK"} Dlg.btCancel = {F.DI_BUTTON, 0, 11, 0, 0, 0, 0,0,F.DIF_CENTERGROUP,"Cancel"} Dlg.cbHighAll.Selected = Config.On and 1 or 0 Dlg.cbFastAll.Selected = Config.bFastMode and 1 or 0 Dlg.edFastLinesAll.Data = Config.nFastLines Dlg.edPriorAll.Data = Config.nColorPriority Dlg.cbDebug.Selected = Config.bDebugMode and 1 or 0 local ei = editor.GetInfo() local state = Editors[ei.EditorID] if state and state.Class then Dlg.cbHighCur.Selected = state.On and 1 or 0 Dlg.cbFastCur.Selected = state.bFastMode and 1 or 0 Dlg.edFastLinesCur.Data = state.nFastLines Dlg.edPriorCur.Data = state.nColorPriority else for i=Dlg.sboxCur.id, Dlg.edPriorCur.id do Dlg[i][9] = "DIF_DISABLE" end end local function CheckEnableFastLines (hDlg) if not state then return end local enab = Dlg.cbFastAll:GetCheck(hDlg) Dlg.labFastLinesAll:Enable(hDlg, enab) Dlg.edFastLinesAll:Enable(hDlg, enab) enab = Dlg.cbFastCur:GetCheck(hDlg) Dlg.labFastLinesCur:Enable(hDlg, enab) Dlg.edFastLinesCur:Enable(hDlg, enab) end local function RereadEditFields (hDlg) if not state then return end state.nFastLines = NormalizeFastLines(Dlg.edFastLinesCur:GetText(hDlg)) Dlg.edFastLinesCur:SetText(hDlg, state.nFastLines) state.nColorPriority = NormalizeColorPriority(Dlg.edPriorCur:GetText(hDlg)) Dlg.edPriorCur:SetText(hDlg, state.nColorPriority) end local function DlgProc (hDlg,Msg,Param1,Param2) if Msg == F.DN_INITDIALOG then CheckEnableFastLines(hDlg) elseif Msg == F.DN_BTNCLICK then if Param1 == Dlg.cbFastAll.id then CheckEnableFastLines(hDlg) elseif Param1 == Dlg.cbHighCur.id then if state then RereadEditFields(hDlg) state.On = not state.On editor.Redraw() end elseif Param1 == Dlg.cbFastCur.id then if state then CheckEnableFastLines(hDlg) state.bFastMode = not state.bFastMode RereadEditFields(hDlg) editor.Redraw() end elseif Param1 == Dlg.btBench.id then RereadEditFields(hDlg) Dlg.edBench:SetText(hDlg, "") local t1 = os.clock() for k=1,math.huge do editor.Redraw() local t2 = os.clock() if t2-t1 > 1 then t1=(t2-t1)*1000/k; break end end Dlg.edBench:SetText(hDlg, ("%f msec"):format(t1)) end end end if Dlg.btOk.id == far.Dialog (Guid,-1,-1,Width,14,"Settings",Dlg,nil,DlgProc) then Config.On = (Dlg.cbHighAll.Selected ~= 0) Config.bFastMode = (Dlg.cbFastAll.Selected ~= 0) Config.nFastLines = NormalizeFastLines(Dlg.edFastLinesAll.Data) Config.nColorPriority = NormalizeColorPriority(Dlg.edPriorAll.Data) Config.bDebugMode = (Dlg.cbDebug.Selected ~= 0) if state then state.nFastLines = NormalizeFastLines(Dlg.edFastLinesCur.Data) state.nColorPriority = NormalizeColorPriority(Dlg.edPriorCur.Data) end far.ReloadDefaultScript = Config.bDebugMode Hist_Config:save() editor.Redraw() end end do local info = { Flags = bor(F.PF_EDITOR, F.PF_DISABLEPANELS), PluginMenuGuids = win.Uuid("BE07BD22-B463-4C8E-8BA2-2DA1497C9086"), PluginMenuStrings = { AppTitle }, } function export.GetPluginInfo() return info end end local function SetClass (EditorID, Class, Activate) local state = {} Editors[EditorID] = state state.Class = Class state.On = Activate or Config.On state.bFastMode = Class and Class.fastlines and true or Config.bFastMode state.nFastLines = Class and Class.fastlines or Config.nFastLines state.nColorPriority = Config.nColorPriority state.extracolor = Extra.Color or 0xE0 end local function SetExtraPattern (EditorID, extrapattern) local state = Editors[EditorID] if state then state.extrapattern = extrapattern end end local function GetExtraPattern (EditorID) local state = Editors[EditorID] return state and state.extrapattern end local function EnumMenuItems(items) -- add hot keys local n = 1 for _,v in ipairs(items) do if v.text and not v.separator then if n>=1 and n<=9 then v.text = "&"..n..". "..v.text elseif n==10 then v.text = "&0. "..v.text elseif n>=11 and n<=36 then local s = string.char(string.byte("A")+n-11) v.text = "&"..s..". "..v.text else break end n = n + 1 end end return items end local function MenuSelectSyntax() local props = { Title="Select syntax", HelpTopic="SelectSyntax" } local items = { {text="Highlight OFF"; checked=true}, {separator=true} } local ei = editor.GetInfo() local state = Editors[ei.EditorID] for k,v in ipairs(Classes) do local m = k + 2 items[m] = { text=v.name; syntax=v } if state and state.Class and state.Class.name == v.name then props.SelectIndex = m items[m].checked = state.On items[1].checked = nil end end local item = far.Menu(props, EnumMenuItems(items)) if item then SetClass(ei.EditorID, item.syntax, true) editor.Redraw(ei.EditorID) end end local function HighlightExtra() local ei = editor.GetInfo() local state = Editors[ei.EditorID] local extracolor = state.extracolor local sepflags = bor(F.DIF_BOXCOLOR, F.DIF_SEPARATOR) local editflags = bor(F.DIF_HISTORY, F.DIF_USELASTHISTORY) local Dlg = libDialog.NewDialog() local s1 = "&Search for:" local x = s1:len() Dlg.frame = {"DI_DOUBLEBOX", 3, 1, 72, 8, 0, 0, 0, 0, "Highlight extra"} Dlg.lab = {"DI_TEXT", 5, 2, 0, 2, 0, 0, 0, 0, s1} Dlg.sSearchPat = {"DI_EDIT", 5+x, 2, 70, 2, 0, "SearchText", 0, editflags, ""} Dlg.sep = {"DI_TEXT", 5, 3, 0, 0, 0, 0, 0, sepflags, ""} Dlg.bCaseSens = {"DI_CHECKBOX", 5, 4, 0, 0, 0, 0, 0, 0, "&Case sensitive"} Dlg.bRegExpr = {"DI_CHECKBOX", 26, 4, 0, 0, 0, 0, 0, 0, "Re&g. expression"} Dlg.labColor = {"DI_TEXT", 54, 4, 0, 0, 0, 0, 0, 0, "Text Text"} Dlg.bWholeWords = {"DI_CHECKBOX", 5, 5, 0, 0, 0, 0, 0, 0, "&Whole words"} Dlg.bExtended = {"DI_CHECKBOX", 26, 5, 0, 0, 0, 0, 0, 0, "&Ignore spaces"} Dlg.btColor = {"DI_BUTTON", 54, 5, 0, 0, 0, 0, 0, F.DIF_BTNNOCLOSE, "C&olor"} Dlg.sep = {"DI_TEXT", -1, 6, 0, 0, 0, 0, 0, sepflags,""} Dlg.btOk = {"DI_BUTTON", 0, 7, 0, 0, 0, 0, 0, {DIF_DEFAULTBUTTON=1,DIF_CENTERGROUP=1},"OK"} Dlg.btReset = {"DI_BUTTON", 0, 7, 0, 0, 0, 0, 0, F.DIF_CENTERGROUP,"&Reset"} Dlg.btCancel = {"DI_BUTTON", 0, 7, 0, 0, 0, 0, 0, F.DIF_CENTERGROUP,"Cancel"} local function CheckRegexChange (hDlg) local bRegex = Dlg.bRegExpr:GetCheck(hDlg) if bRegex then Dlg.bWholeWords:SetCheck(hDlg, false) end Dlg.bWholeWords:Enable(hDlg, not bRegex) --if not bRegex then Dlg.bExtended:SetCheck(hDlg, false) end --Dlg.bExtended:Enable(hDlg, bRegex) end local function DlgProc (hDlg, msg, param1, param2) if msg == F.DN_INITDIALOG then CheckRegexChange (hDlg) elseif msg == F.DN_BTNCLICK then if param1 == Dlg.btColor.id then local c = far.ColorDialog(extracolor) if c then extracolor = c hDlg:send(F.DM_REDRAW) end else CheckRegexChange (hDlg) end elseif msg == F.DN_CTLCOLORDLGITEM then if param1 == Dlg.labColor.id then param2[1] = extracolor return param2 end elseif msg == F.DN_CLOSE then if param1 == Dlg.btReset.id then SetExtraPattern(editor.GetInfo().EditorID, nil) elseif param1 == Dlg.btOk.id then local data = {} libDialog.SaveDataDyn(hDlg, Dlg, data) local sSearchPat = data.sSearchPat local flags, syn = "", nil if not data.bCaseSens then flags = flags.."i" end if data.bExtended then flags = flags.."x" end if not data.bRegExpr then syn = "ASIS" end if data.bWholeWords then syn = nil local sNeedEscape = "[~!@#$%%^&*()%-+[%]{}\\|:;'\",<.>/?]" sSearchPat = "\\b" .. sSearchPat:gsub(sNeedEscape, "\\%1") .. "\\b" end local ok, r = pcall(rex.new, sSearchPat, flags, syn) if ok then SetExtraPattern(editor.GetInfo().EditorID, r) for k,v in pairs(data) do Extra[k]=v end state.extracolor = extracolor Extra.Color = extracolor Hist_Extra:save() else ErrMsg(r) return 0 end end end end Dlg.bCaseSens.Selected = Extra.bCaseSens and 1 or 0 Dlg.bRegExpr.Selected = Extra.bRegExpr and 1 or 0 Dlg.bWholeWords.Selected = Extra.bWholeWords and 1 or 0 Dlg.bExtended.Selected = Extra.bExtended and 1 or 0 local Guid = win.Uuid("A6E9A4FF-E9B4-4F16-9404-D5B8A515D16E") far.Dialog (Guid,-1,-1,76,10,"HighlightExtra",Dlg,0,DlgProc) end function export.Open (From, Guid, Item) if From == F.OPEN_EDITOR then local item, pos = far.Menu({Title=AppTitle, SelectIndex=MenuPos}, { {text="&1. Select syntax"; act=MenuSelectSyntax; }, {text="&2. Highlight extra"; act=HighlightExtra; }, {text="&3. Settings"; act=ShowSettings; } }) if item then MenuPos = pos item.act() end elseif From == F.OPEN_FROMMACRO then if far.MacroGetArea() == F.MACROAREA_EDITOR then if Item[1] == "own" then if Item[2] == "SelectSyntax" then MenuSelectSyntax() elseif Item[2] == "HighlightExtra" then HighlightExtra() elseif Item[2] == "Settings" then ShowSettings() end end end end end local FirstLineMap = {} local function OnNewEditor (id, ei) if ei then local firstline = editor.GetString(id,1,3):lower() local name = firstline:match("highlight:%s*([%w_]+)") if name and FirstLineMap[name] then SetClass(id, FirstLineMap[name], false) else for _,class in ipairs(Classes) do if far.ProcessName("PN_CMPNAMELIST", class.filemask, ei.FileName, "PN_SKIPPATH") then SetClass(id, class, false); break end end end if not Editors[id] then SetClass(id, nil, false) end end end function export.ProcessEditorEvent (id, event, param) if event == F.EE_READ then if not Editors[id] then OnNewEditor(id, editor.GetInfo(id)) end elseif event == F.EE_CLOSE then Editors[id] = nil elseif event == F.EE_REDRAW then local ei = editor.GetInfo(id) if not Editors[id] then OnNewEditor(id, ei) end local state = Editors[id] if state and ei then if state.Class and state.On then local GetNextString = MakeGetString( ei.EditorID, state.bFastMode and math.max(ei.TopScreenLine-state.nFastLines, 1) or 1, math.min(ei.TopScreenLine+ei.WindowSizeY-1, ei.TotalLines), ei.TopScreenLine) RedrawSyntax(state.Class.CS, ei, GetNextString, state.nColorPriority, state.extrapattern, state.extracolor) elseif state.extrapattern then RedrawExtraPattern(ei, state.nColorPriority, state.extrapattern, state.extracolor) end end end end local AddClass_filename local function AddClass (t) if type(t)~="table" then error("function Class() called with a non-table argument",2) end if type(t.syntax)~="table" then error("field 'syntax': a table expected",2) end if type(t.name)~="string" then error("field 'name': a string expected",2) end if type(t.filemask)~="string" then error("field 'filemask': a string expected",2) end if t.fastlines and type(t.fastlines)~="number" then error("field 'fastlines': a number expected",2) end local class = { syntax=t.syntax; name=t.name; filemask=t.filemask } if type(t.firstline) == "string" then FirstLineMap[t.firstline:lower()] = class end class.filename = AddClass_filename class.CS = CompileSyntax(t.syntax, t.filename, t.name) if t.fastlines then class.fastlines = math.floor(math.max(0, t.fastlines)) end Classes[#Classes+1] = class end do far.RecursiveSearch(far.PluginStartupInfo().ModuleDir.."syntaxes", "*.lua", function (item, fullpath) if not item.FileAttributes:find("d") then local f, msg = loadfile(fullpath) if f then AddClass_filename = fullpath local ok, msg = pcall(setfenv(f, {Class=AddClass})) if not ok then ErrMsg(msg, nil, "wl") end else ErrMsg(msg) end end end) table.sort(Classes, function(a, b) return win.CompareString(a.name, b.name, "u", "cS") < 0 end) -- for menu end
--[[ Turn-In Mod version 2.1 Authored by Ian Friedman Sabindeus of Smolderthorn (Alliance) The repeatable quest turn in automating machine. Thanks to Arcanemagus of Hyjal for extra bug fixes and coding input ]] local L = TURNIN_LOCALIZATION_INFO; local TI_activenumber = 1; local TI_availnumber = 1; local TI_specnum = 0; local TI_VersionString = "2.1"; local TI_gossipclosed = false; local TI_NPCInQuestion = nil; TI_LoadedNPCIndex = 0; TI_TempNPCListMaxSize = 5; TI_TempNPCList = {}; local TI_GossipDefaults = { availquest = L["availquest"], activequest = L["activequest"], gossip = L["gossip"], vendor = L["vendor"], taxi = L["taxi"], trainer = L["trainer"], battlemaster = L["battlemaster"], binder = L["binder"], healer = L["healer"], banker = L["banker"], }; local TI_FunctionList = { g = { availquest = SelectGossipAvailableQuest, activequest = SelectGossipActiveQuest, default = SelectGossipOption }, q = { availquest = SelectAvailableQuest, activequest = SelectActiveQuest } }; local TI_DefaultStatus = { state = true, --bf@178.com version = TI_VersionString, options = {}, debugstate = false, usedefault=true, autoadd=false }; local TI_events = { "GOSSIP_SHOW", "GOSSIP_CLOSED", "QUEST_DETAIL", "QUEST_COMPLETE", "QUEST_PROGRESS", "QUEST_GREETING", "QUEST_FINISHED" }; function TI_message(...) local x = {...}; for k,v in pairs(x) do DEFAULT_CHAT_FRAME:AddMessage(tostring(v)); end end function TI_debug(...) if(TI_status.debugstate) then TI_message(...) end end local function TI_NPCIndexGenerate() TI_NPCIndex = {}; for k,v in pairs(TI_NPCDB) do table.insert(TI_NPCIndex, k); end table.sort(TI_NPCIndex); end local function TI_OptionsInit() TI_status.options = {}; for k,v in pairs(TI_GossipDefaults) do local temp = {}; temp.name = v; temp.type = k; if k == "activequest" or k == "availquest" then --bf@178.com temp.state = true; --bf@178.com else --bf@178.com temp.state = false; end --bf@178.com table.insert(TI_status.options, temp); end end local function TI_VarInit() if(not TI_status or TI_status.version ~= TI_VersionString) then TI_status = TI_copyTable(TI_DefaultStatus); end if(not TI_status.options or #TI_status.options == 0) then TI_OptionsInit(); end if(not TI_NPCDB) then TI_NPCDB = {}; end if(not TI_NPCIndex) then TI_NPCIndexGenerate(); end TI_PopulateOptions("vars loaded"); end local function TI_HandleQuestProgress() local questname = GetTitleText(); local npcname = UnitName("npc"); if(QuestFrame:IsVisible()) then if(TI_NPCDB[npcname]) then local thisnpc = TI_NPCDB[npcname]; if(thisnpc.state) then for i,current in ipairs(thisnpc) do if(current.name == questname and current.state) then TI_CompleteQuest(); end end else if(TI_IsNPCOn(UnitName("npc"), "activequest")) then TI_CompleteQuest(); end end else if(TI_IsNPCOn(UnitName("npc"), "activequest")) then TI_CompleteQuest(); end end end end local function TI_GetQuests(type) local numQuests = (getglobal("GetNum"..type.."Quests"))(); local qfn = getglobal("Get"..type.."Title"); local ret = {}; local qname; local i=1; for i=1,numQuests do qname = qfn(i); ret[i] = {name=qname}; end return ret; end function TI_OnLoad() SlashCmdList["TI"] = TI_SlashCmdHandler; SLASH_TI1 = "/turnin"; SLASH_TI2 = "/ti"; tinsert(UISpecialFrames,"TI_OptionsFrame"); TI_message("Turn In loaded"); TI_gossipclosed = false; TI_VarInit(); if(TI_status.state) then TI_LoadEvents(); end TI_activenumber = 1; TI_availnumber = 1; TI_specnum = 0; StaticPopupDialogs["TI_NPCINQUESTION"] = { text = "The NPC %s is already in your NPC Database. Do you wish to replace his gossip options with the current ones? (Note: This will overwrite your settings for this NPC.)", button1 = "Yes", button2 = "No", OnAccept = function() TI_AddNPCToList(TI_NPCInQuestion.list, TI_NPCInQuestion.name, true); end, timeout=0, whileDead = 1, hideOnEscape = 1 }; end function TI_LoadEvents() for k,v in pairs(TI_events) do TurnIn:RegisterEvent(v); end end function TI_ResetPointers() TI_activenumber = 1; TI_availnumber = 1; TI_specnum = 0; end function TI_UnloadEvents() for k,v in pairs(TI_events) do TurnIn:UnregisterEvent(v); end end function TI_Switch(state) if(state=="on") then TI_status.state = true; TI_LoadEvents(); TI_message("Turn In On"); elseif(state=="off") then TI_ResetPointers(); TI_status.state = false; TI_UnloadEvents(); TI_message("Turn In Off"); elseif(state=="toggle") then if(TI_status.state) then TI_Switch("off"); else TI_Switch("on"); end end TI_StatusIndicatorUpdate(); end function TI_SlashCmdHandler(cmd) cmdlist = {strsplit(" ", cmd)}; local commands = { on = function () TI_Switch("on"); end, off = function () TI_Switch("off"); end, toggle = function () TI_Switch("toggle"); end, status = function () if(TI_status.state) then TI_message("Turn In On"); else TI_message("Turn In Off"); end end, window = function () TI_OptionsFrame:Show(); end, recent = function () TI_TempNPCListWindow:Show(); end, debug = function () if(TI_status.debugstate) then TI_status.debugstate = false; TI_message("debug mode off"); else TI_status.debugstate = true; TI_message("debug mode on"); end end }; if(commands[cmdlist[1]]) then commands[cmdlist[1]](cmdlist[2], cmdlist[3], cmdlist[4]); else TI_message("Turn In 2.1 Help", "--------------", "/ti on - turns Turn In on", "/ti off - turns Turn In off", "/ti toggle - toggles Turn In on or off", "/ti window - shows the options window", "/ti recent - shows the recently visited NPCs"); end end function TI_IsNPCOn(npcname, type) local opton = false; if(type ~= nil) then for k,v in pairs(TI_status.options) do if(v.type == type and v.state == true) then opton = true; end end else opton = true; end if(TI_NPCDB[npcname] == nil and TI_status.usedefault == true and opton == true) then TI_debug("case 1"); return true; elseif(TI_NPCDB[npcname] ~= nil and TI_NPCDB[npcname].state) then TI_debug("case 2"); return true; elseif(TI_NPCDB[npcname] ~= nil and TI_status.usedefault == true and not TI_NPCDB[npcname].state and opton == true) then TI_debug("case 4"); return true; else TI_debug("case 3"); return false; end end function TI_OnEvent(self, event, ...) local addon = ...; if event == "ADDON_LOADED" and addon == "TurnIn" then TI_OnLoad(); self:UnregisterEvent("ADDON_LOADED"); else if(TI_status.state and not IsShiftKeyDown()) then if(event == "QUEST_GREETING") then TI_debug("Quest Greeting"); TI_lastquestframe = "greeting"; if(QuestFrame:IsVisible()) then if(TI_gossipclosed) then TI_debug("resetting pointers"); TI_gossipclosed = false; TI_ResetPointers(); end TI_HandleGossipWindow("q"); end end if(event == "GOSSIP_SHOW") then TI_debug("Gossip Show"); if(GossipFrame:IsVisible()) then if(TI_gossipclosed) then TI_debug("resetting pointers"); TI_gossipclosed = false; TI_ResetPointers(); end TI_HandleGossipWindow("g"); end end if(event == "GOSSIP_CLOSED") then TI_debug("Gossip Closed"); if(not GossipFrame:IsVisible()) then TI_gossipclosed = true; end; end if(event == "QUEST_COMPLETE") then TI_debug("Quest Complete"); if(TI_IsNPCOn(UnitName("npc"), "activequest")) then if(not (GetNumQuestChoices() > 1)) then GetQuestReward(1); end end TI_ResetPointers(); end if(event == "QUEST_PROGRESS") then TI_debug("Quest Progress"); TI_gossipclosed = false; TI_lastquestframe = "progress"; TI_HandleQuestProgress(); end if(event == "QUEST_DETAIL") then TI_debug("Quest Detail"); TI_gossipclosed = false; if(TI_IsNPCOn(UnitName("npc"), "availquest")) then BigFoot_DelayCall(AcceptQuest,0.1); end TI_ResetPointers(); end if(event == "QUEST_FINISHED") then TI_debug("Quest Finished"); if(not QuestFrame:IsVisible() and TI_lastquestframe == "greeting") then TI_debug("looks like the quest frame closed, resetting pointers on next open"); TI_gossipclosed = true; end end end end end function TI_CompleteQuest() if(IsQuestCompletable()) then CompleteQuest(); TI_ResetPointers(); elseif GetNumGossipOptions()>0 then DeclineQuest(); end end function TI_HandleGossipWindow(gorq) local SAcQ; local SAvQ; local AvailableQuests; local ActiveQuests; local GossipOptions; if(gorq == "g") then AvailableQuests = TI_TabulateGossipAvailableQuests(GetGossipAvailableQuests()); ActiveQuests = TI_TabulateGossipActiveQuests(GetGossipActiveQuests()); GossipOptions = TI_TabulateGossipOptions(GetGossipOptions()); SAcQ = SelectGossipActiveQuest; SAvQ = SelectGossipAvailableQuest; elseif(gorq == "q") then AvailableQuests = TI_GetQuests("Available"); ActiveQuests = TI_GetQuests("Active"); GossipOptions = {}; SAcQ=SelectActiveQuest; SAvQ=SelectAvailableQuest; end local ListEntry = {}; for i,v in ipairs(AvailableQuests) do local x={}; x.name = v.name; x.gorq = gorq; x.args = i; x.type = "availquest"; x.icon = v.icon; x.state = false; table.insert(ListEntry, x); end for i,v in ipairs(ActiveQuests) do local x={}; x.name = v.name; x.gorq = gorq; x.args = i; x.type = "activequest"; x.icon = v.icon; x.state = false; table.insert(ListEntry, x); end for i,v in ipairs(GossipOptions) do local x={}; x.name = v.name; x.gorq = gorq; x.args = i; x.type = v.type; x.state = false; table.insert(ListEntry, x); end ListEntry.state = false; local TotalOptions = #AvailableQuests+#ActiveQuests+#GossipOptions; --if(TI_activenumber > ActiveQuests.getn()) TI_activenumber = 1; if(TotalOptions < 1) then return; end local npcname = UnitName("npc"); TI_AddNPCToTempList(npcname, ListEntry); if(TI_status.autoadd and (not TI_NPCDB[npcname])) then TI_debug("autoadd on, adding this NPC", TI_status.autoadd, TI_NPCDB[npcname]); TI_AddNPCToList(ListEntry, npcname); end -- If a NPC is in the Database but a new dialog option has appeared (new daily/completed quest) then add it to the DB if (TI_NPCDB[npcname]) then for k1, v1 in ipairs(ListEntry) do local found = false; for k2, v2 in ipairs(TI_NPCDB[npcname]) do if (v2.type == v1.type and v2.name == v1.name) then found = true; end end if (not found) then table.insert(TI_NPCDB[npcname], v1) TI_PopulateOptions("npclist updated"); end end end if(TI_availnumber > TotalOptions or TI_activenumber > TotalOptions) then TI_ResetPointers(); return; end TI_debug(npcname); if(TI_NPCDB[npcname]) then local thisnpc = TI_NPCDB[npcname]; if(thisnpc.state) then TI_debug("npc is active, using his options"); for i1,current in ipairs(thisnpc) do if (current.state == true) then TI_debug("Current Quest: "..current.name); if (TI_specnum == 0 or i1 > TI_specnum) then TI_specnum = i1; if (current.type == "availquest") then for i2,v2 in ipairs(AvailableQuests) do if (v2.name == current.name) then TI_debug(i1.."-Available Match Found: "..current.name); TI_FunctionList[current.gorq]["availquest"](i2); return; end end elseif (current.type == "activequest") then for i2,v2 in ipairs(ActiveQuests) do if (v2.name == current.name) then TI_debug(i1.."-Active Match Found: "..current.name..", "..current.type); TI_FunctionList[current.gorq]["activequest"](i2); return; end end elseif (current.type == "gossip") then for i2,v2 in ipairs(GossipOptions) do if (v2.name == current.name) then SelectGossipOption(i2); return; end end end end end end return; else TI_debug("npc in list, but not active"); end else TI_debug("npc not in list"); end if(TI_status.usedefault == false) then TI_debug("npc not in list, default set to off, returning."); return; end; TI_debug("using default config"); for i,current in ipairs(TI_status.options) do if(current.state) then if(current.type == "availquest" and #AvailableQuests > 0 and TI_availnumber <= #AvailableQuests) then TI_availnumber = TI_availnumber + 1; SAvQ(TI_availnumber-1); TI_debug("Selecting Available Quest ".. TI_availnumber-1); return; elseif(current.type == "activequest" and #ActiveQuests > 0 and TI_activenumber <= #ActiveQuests) then TI_activenumber = TI_activenumber + 1; SAcQ(TI_activenumber-1); TI_debug("Selecting Active Quest ".. TI_activenumber-1); return; elseif(#GossipOptions > 0) then for j,val in ipairs(GossipOptions) do if(val.type == current.type) then TI_ResetPointers(); SelectGossipOption(j); return; end end end end end end function TI_AddNPCToList(OptList, npcname, confirminquestion) if (npcname == nil) then npcname = UnitName("npc"); end if(#OptList > 0) then if(TI_NPCDB[npcname] == nil) then TI_NPCDB[npcname] = TI_copyTable(OptList); table.insert(TI_NPCIndex, npcname); table.sort(TI_NPCIndex); TI_PopulateOptions("npclist updated"); elseif(confirminquestion == true) then TI_NPCDB[npcname] = TI_copyTable(OptList); TI_PopulateOptions("npclist updated"); else TI_NPCInQuestion = {name=npcname, list=OptList}; StaticPopup_Show("TI_NPCINQUESTION", npcname); end end end function TI_AddNPCToTempList(name, list) local temp = {}; temp.name = name; temp.list = list; temp.location = GetSubZoneText() .. ", " .. GetRealZoneText(); table.insert(TI_TempNPCList, 1, temp); if(#TI_TempNPCList > TI_TempNPCListMaxSize) then table.remove(TI_TempNPCList, TI_TempNPCListMaxSize); end TI_TempNPCListUpdate(); end function TI_DeleteTempNPCIndex(index) table.remove(TI_TempNPCList, index); TI_TempNPCListUpdate(); end function TI_AddTempNPCIndex(index) TI_AddNPCToList(TI_TempNPCList[index].list, TI_TempNPCList[index].name); end function TI_DeleteNPC(index) local name = TI_NPCIndex[index]; table.remove(TI_NPCIndex, index); TI_NPCDB[name] = nil; end function TI_TabulateGossipOptions(...) local x = {}; local arg = {...}; for i=1, #arg, 2 do local temp = {}; temp.name = arg[i]; temp.type = arg[i+1]; table.insert(x, temp); end return x; end function TI_TabulateGossipAvailableQuests(...) local x = {}; for i=1, select("#", ...), 5 do local temp = {}; temp.name = select(i, ...); isTrivial = select(i+2, ...); isDaily = select(i+3, ...); isRepeatable = select(i+4, ...); if ( isDaily ) then temp.icon = "Interface\\GossipFrame\\DailyQuestIcon"; elseif ( isRepeatable ) then temp.icon = "Interface\\GossipFrame\\DailyActiveQuestIcon"; else temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon"; end table.insert(x, temp); end return x; end function TI_TabulateGossipActiveQuests(...) local x = {}; for i=1, select("#", ...), 4 do local temp = {}; temp.name = select(i, ...); isComplete = select(i+3, ...); if(isComplete) then temp.icon = "Interface\\GossipFrame\\ActiveQuestIcon"; else temp.icon = "Interface\\GossipFrame\\IncompleteQuestIcon"; end table.insert(x, temp); end return x; end --[[this function stolen from WhisperCast by Sarris, whom I love dearly for his contribution to Paladins everywhere. ]] function TI_copyTable( src ) local copy = {} for k1,v1 in pairs(src) do if ( type(v1) == "table" ) then copy[k1]=TI_copyTable(v1) else copy[k1]=v1 end end return copy end
local M = require('xe.node_def._checker') local CalcParamNum = M.CalcParamNum local CheckName = M.CheckName local CheckVName = M.CheckVName local CheckExpr = M.CheckExpr local CheckPos = M.CheckPos local CheckExprOmit = M.CheckExprOmit local CheckCode = M.CheckCode local CheckParam = M.CheckParam local CheckNonBlank = M.CheckNonBlank local CheckClassName = M.CheckClassName local IsBlank = M.IsBlank local CheckResFileInPack = M.CheckResFileInPack local CheckAnonymous = M.CheckAnonymous local MakeFullPath = M.MakeFullPath local setv = { { 'Object', 'any', CheckExpr }, { 'Velocity', 'any', CheckExpr }, { 'Angle', 'any', CheckExpr }, { 'Aim to player', 'bool', CheckExpr }, { 'Set rotation', 'bool', CheckExpr }, disptype = { en = 'set velocity of object', zh = '设置object速度', }, forbidparent = { 'folder', 'root' }, allowchild = {}, default = { ['type'] = 'setv', attr = { 'self', '3', '0', 'false', 'true' } }, totext = function(nodedata) local aim if nodedata.attr[4] == 'true' then aim = ' aim to player' else aim = '' end return string.format("set %s's velocity=%s angle=%s%s", nodedata.attr[1], nodedata.attr[2], nodedata.attr[3], aim) end, tohead = function(nodedata) return string.format("SetV2(%s,%s,%s,%s,%s)\n", nodedata.attr[1], nodedata.attr[2], nodedata.attr[3], nodedata.attr[5], nodedata.attr[4]) end, } local setcolor = { { 'Object', 'any', CheckExpr }, { 'Blend mode', 'blend', CheckExprOmit }, { 'Alpha', 'any', CheckExpr }, { 'Red', 'any', CheckExpr }, { 'Green', 'any', CheckExpr }, { 'Blue', 'any', CheckExpr }, disptype = { en = 'set color and blend mode of object', zh = '设置object颜色与混合模式', }, forbidparent = { 'folder', 'root' }, allowchild = {}, default = { ['type'] = 'setcolor', attr = { 'self', '', '255', '255', '255', '255' } }, totext = function(nodedata) return string.format("set %s's color to (%s,%s,%s,%s) and blend mode to %q", nodedata.attr[1], nodedata.attr[3], nodedata.attr[4], nodedata.attr[5], nodedata.attr[6], nodedata.attr[2]) end, tohead = function(nodedata) return string.format("_object.set_color(%s,%q,%s,%s,%s,%s)\n", nodedata.attr[1], nodedata.attr[2], nodedata.attr[3], nodedata.attr[4], nodedata.attr[5], nodedata.attr[6]) end, } local objectsetimg = { { 'Object', 'any', CheckExpr }, { 'Image', 'image', CheckNonBlank }, disptype = { en = 'set image of object', zh = '设置object图像', }, forbidparent = { 'folder', 'root' }, allowchild = {}, default = { ['type'] = 'objectsetimg', attr = { 'self', '' } }, totext = function(nodedata) return string.format("set %s's image to %q", nodedata.attr[1], nodedata.attr[2]) end, tohead = function(nodedata) return string.format("%s.img = %q\n", nodedata.attr[1], nodedata.attr[2]) end, } local unitforeach = { { 'Group', 'group', CheckExpr }, disptype = { en = 'iterate object of a group', zh = '遍历碰撞组中的object', }, forbidparent = { 'folder', 'root' }, forbidancestor = { 'unitforeach' }, totext = function(nodedata) return string.format("for each unit in group %s", nodedata.attr[1]) end, tohead = function(nodedata) return string.format("for _, unit in ObjList(%s) do\n", nodedata.attr[1]) end, tofoot = function(nodedata) return "end\n" end, } local unitkill = { { 'Object', 'any', CheckExpr }, { 'Trigger event callback', 'bool', CheckExpr }, disptype = { en = 'kill object', zh = '对object执行kill操作', }, forbidparent = { 'folder', 'root' }, allowchild = {}, default = { ['type'] = 'unitkill', attr = { 'self', 'true' } }, totext = function(nodedata) return string.format("kill %s", nodedata.attr[1]) end, tohead = function(nodedata) return string.format("_kill(%s, %s)\n", nodedata.attr[1], nodedata.attr[2]) end, } local unitdel = { { 'Object', 'any', CheckExpr }, { 'Trigger event callback', 'bool', CheckExpr }, disptype = { en = 'delete object', zh = '对object执行delete操作', }, forbidparent = { 'folder', 'root' }, allowchild = {}, default = { ['type'] = 'unitdel', attr = { 'self', 'true' } }, totext = function(nodedata) return string.format("delete %s", nodedata.attr[1]) end, tohead = function(nodedata) return string.format("_del(%s, %s)\n", nodedata.attr[1], nodedata.attr[2]) end, } -- local setaccel = { { 'Object', 'any', CheckExpr }, { 'Acceleration', 'any', CheckExpr }, { 'Angle', 'any', CheckExpr }, { 'Aim to player', 'bool', CheckExpr }, disptype = { en = 'set acceleration of object', zh = '设置object加速度', }, forbidparent = { 'root', 'folder' }, allowchild = {}, default = { ['type'] = 'setaccel', ['attr'] = { 'self', '0.05', '0', 'false' } }, totext = function(nodedata) local ret if nodedata.attr[3] == 'original' then ret = "set acceleration of " .. nodedata.attr[2] .. " , at the velocity direction" else ret = "set acceleration of " .. nodedata.attr[2] .. " , angle of " .. nodedata.attr[3] end if nodedata.attr[4] == "true" then ret = ret .. ", aim to player" end return ret end, tohead = function(nodedata) local rot = nodedata.attr[3] if rot == "original" then rot = "'original'" end return string.format("_set_a(%s, %s, %s, %s)\n", nodedata.attr[1], nodedata.attr[2], rot, nodedata.attr[4]) end } local setgravity = { { 'Object', 'any', CheckExpr }, { 'Gravity', 'any', CheckExpr }, disptype = { en = 'set gravity of object', zh = '设置object重力', }, forbidparent = { 'root', 'folder' }, allowchild = {}, default = { ['type'] = 'setgravity', ['attr'] = { 'self', '0.05' } }, totext = function(nodedata) return "set gravity of " .. nodedata.attr[2] end, tohead = function(nodedata) return string.format("_set_g(%s, %s)\n", nodedata.attr[1], nodedata.attr[2]) end } local setfv = { { 'Object', 'any', CheckExpr }, { 'Max velocity', 'any', CheckExpr }, { 'Max X-velocity', 'any', CheckExpr }, { 'Max Y-velocity', 'any', CheckExpr }, disptype = { en = 'set velocity limit of object', zh = '设置object速度限制', }, forbidparent = { 'root', 'folder' }, allowchild = {}, default = { ['type'] = 'setfv', ['attr'] = { 'self', 'original', 'original', 'original' } }, totext = function(nodedata) local ret = "set " if nodedata.attr[2] ~= "original" then if ret ~= "set " then ret = ret .. "," end ret = ret .. " max velocity of " .. nodedata.attr[2] end if nodedata.attr[3] ~= "original" then if ret ~= "set " then ret = ret .. "," end ret = ret .. " max X-velocity of " .. nodedata.attr[3] end if nodedata.attr[4] ~= "original" then if ret ~= "set " then ret = ret .. "," end ret = ret .. " max Y-velocity of " .. nodedata.attr[4] end if ret == "set " then ret = ret .. "nothing" end return ret end, tohead = function(nodedata) local attr = {} for i = 2, 4 do attr[i] = nodedata.attr[i] end local v, vx, vy = unpack(attr, 2, 4) if v == "original" then v = "'original'" end if vx == "original" then vx = "'original'" end if vy == "original" then vy = "'original'" end return string.format("_forbid_v(%s, %s, %s, %s)\n", nodedata.attr[1], v, vx, vy) end } --]] local _def = { setv = setv, setcolor = setcolor, objectsetimg = objectsetimg, unitforeach = unitforeach, unitkill = unitkill, unitdel = unitdel, setaccel = setaccel, setgravity = setgravity, setfv = setfv, } for k, v in pairs(_def) do require('xe.node_def._def').DefineNode(k, v) end
-- Copyright 2006-2017 Mitchell mitchell.att.foicica.com. See LICENSE. -- Diff LPeg lexer. local l = require('lexer') local token, word_match = l.token, l.word_match local P, R, S = lpeg.P, lpeg.R, lpeg.S local M = {_NAME = 'diff'} -- Text, separators, and file headers. local index = token(l.COMMENT, 'Index: ' * l.any^0 * P(-1)) local separator = token(l.COMMENT, ('---' + P('*')^4 + P('=')^1) * l.space^0 * -1) local header = token('header', (P('*** ') + '--- ' + '+++ ') * l.any^1) -- Location. local location = token(l.NUMBER, ('@@' + l.digit^1 + '****') * l.any^1) -- Additions, deletions, and changes. local addition = token('addition', S('>+') * l.any^0) local deletion = token('deletion', S('<-') * l.any^0) local change = token('change', '! ' * l.any^0) M._rules = { {'index', index}, {'separator', separator}, {'header', header}, {'location', location}, {'addition', addition}, {'deletion', deletion}, {'change', change}, {'any_line', token('default', l.any^1)}, } M._tokenstyles = { header = l.STYLE_COMMENT, addition = 'fore:$(color.green)', deletion = 'fore:$(color.red)', change = 'fore:$(color.yellow)' } M._LEXBYLINE = true return M
local module = {} local Latte, Elements, Packages = nil, nil, {} local function fetch() Packages = {} for _,v in pairs(Latte.Constructors.Window.Window.Pages.Players:GetChildren()) do if string.lower(v.Name) ~= "target" and v:IsA("Frame") then table.insert(Packages, v.Name) end end for _,v in pairs(Latte.Constructors.Window.Window.Pages.Server:GetChildren()) do if v:IsA("Frame") then table.insert(Packages, v.Name) end end end module.setup = function() local Active = false local Top = Latte.Constructors.Window.Window.Pages.Parent.Top local Linear = Latte.Modules.TweenInfo.Linear(Latte.Modules.Stylesheet.Duration.Short) local SearchComp = script.SearchComp:Clone() local UICorner = Instance.new("UICorner") local Searchbox = script.SearchBox:Clone() local QuitSearch = nil UICorner.CornerRadius = UDim.new(0, 6) SearchComp.Visible = false Searchbox.Visible = false UICorner.Parent = SearchComp Searchbox.Parent = Top SearchComp.Parent = Top.Parent Searchbox.Input:GetPropertyChangedSignal("Text"):Connect(function() if #Packages == 0 then fetch() end for _, v in pairs(SearchComp.Container:GetChildren()) do if v:IsA("TextButton") then v:Destroy() end end if string.len(Searchbox.Input.Text) >= 1 then local matcher = Latte.Modules.Matcher.new(Packages, true, true) for i, v in pairs(matcher:match(Searchbox.Input.Text)) do if i <= 3 then local Location = Latte.Constructors.Window.Window.Pages.Server:FindFirstChild(v) and Latte.Constructors.Window.Window.Pages.Server or Latte.Constructors.Window.Window.Pages.Players local Item = script.Item:Clone() Item.Name, Item.Title.Text = v, v Item.MouseButton1Click:Connect(function() Active = false Searchbox.Visible = false SearchComp.Visible = false Searchbox.Input.Text = "" Latte.Constructors.Window.SwitchPage(Location.Name) Latte.Constructors.Window.Window.Menu.setActive(Location.Name) wait(Latte.Modules.Stylesheet.Duration.Short) Location.CanvasPosition = Vector2.new(0, 0) -- TODO: Find a better way to do this, the current method is pretty hardcoded. Latte.Modules.Tween.new(Location, Latte.Modules.TweenInfo.Quint(Latte.Modules.Stylesheet.Duration.Short) ,{CanvasPosition = Vector2.new(0, Location:FindFirstChild(v).AbsolutePosition.Y - 155)}) end) Item.LayoutOrder = i Item.Parent = SearchComp.Container end end end end) QuitSearch = Latte.Components.RoundButton.new("Exit", "rbxassetid://6235536018", Searchbox, function() Active = false Searchbox.Visible = false SearchComp.Visible = false end) Latte.Constructors.Window.Window.newButton("Search", "rbxassetid://6521439400", "Right", 0, function() Active = true Searchbox.Input:CaptureFocus() Searchbox.Visible = true SearchComp.Visible = true end).Image.Size = UDim2.new(0.35, 0, 0.35, 0) QuitSearch.ZIndex = 3 QuitSearch.Image.ImageColor3 = Color3.fromRGB(150, 150, 150) QuitSearch.Position = UDim2.new(1, 0, 0, 0) QuitSearch.AnchorPoint = Vector2.new(1, 0) end module.init = function() Latte = module.Latte Elements = module.Elements end return module
-- circular buffer implementation. useful to represent fixed size queue -- adapted from https://gist.github.com/johndgiese/3e1c6d6e0535d4536692 -- we are defining our own __eq, don't need copy and may contain reference -- to fully-fledged objects, so we don't use a struct circular_buffer = new_class() -- params -- max_length int max length of the buffer -- state vars -- _buffer stringify-able data content, with length at most max_length -- _start_index into index of the oldest inserted entry, and where the circular buffer semantically starts function circular_buffer:_init(max_length) assert(max_length >= 1, "circular_buffer:_init: max_length must be a positive integer") self.max_length = max_length self._buffer = {} self._start_index = 1 end --#if log function circular_buffer:_tostring() return "circular_buffer("..self.max_length..", {"..joinstr_table(", ", self._buffer).."})" end --#endif -- two circular buffers are considered equal when they have the same max length, -- the same buffer size and their reordered content is the same -- this means two circular buffers may be equal if their contents are circularly -- the same, but the start index is different -- if you want to compare a buffer content to a sequence of arbitrary size, -- you'll need to examine self._buffer itself function circular_buffer.__eq(lhs, rhs) if not (getmetatable(lhs) == getmetatable(rhs) and lhs.max_length == rhs.max_length and #lhs._buffer == #rhs._buffer) then return false end for i = 1, #lhs._buffer do -- rely on get to rotate correctly if lhs:get(i) ~= rhs:get(i) then return false end end return true end function circular_buffer:__len() return #(self._buffer) end function circular_buffer:__ipairs() -- return iterator function, table, and starting point return self._stateless_iter, self, 0 end function circular_buffer:_stateless_iter(i) i = i + 1 local v = self:get(i) if v then return i, v end end function circular_buffer._rotate_indice(i, n) return ((i - 1) % n) + 1 end -- positive values index from oldest to newest, in normal sense (starting with 1) -- negative values index from newest to oldest, in reverse sense (starting with -1) function circular_buffer:get(i) local history_length = #(self._buffer) if i == 0 or math.abs(i) > history_length then return nil elseif i > 0 then local i_rotated = self._rotate_indice(self._start_index - 1 + i, history_length) return self._buffer[i_rotated] else -- i < 0 -- i is increasing in the negative sense, so it's really +i local i_rotated = self._rotate_indice(self._start_index + i, history_length) return self._buffer[i_rotated] end end function circular_buffer:is_filled() return #self._buffer == self.max_length end -- push a new element to the buffer and return true iff an old element was replaced function circular_buffer:push(value) if self:is_filled() then local value_to_be_removed = self._buffer[self._start_index] self._buffer[self._start_index] = value self._start_index = self._start_index == self.max_length and 1 or self._start_index + 1 return true else self._buffer[#(self._buffer) + 1] = value return false end end function circular_buffer:clear(value) clear_table(self._buffer) self._start_index = 1 end
local obj = { __gc = true } setmetatable(obj, obj) -- Garbage collector obj.__gc = function(t) t:stop() end -- Metadata obj.name = "MX" obj.version = "0.1" obj.author = "Michael Xander" obj.homepage = "https://michaelxander.com" obj.license = "MIT - https://opensource.org/licenses/MIT" -- Properties obj.caffeinateStatus = nil obj.hotkeyToggle = nil obj.menuBarItem = nil -- Where to load files from obj.spoonPath = hs.spoons.scriptPath() function obj:init() end local launchbotSets = { { name = "Daily", items = { "https://mymorningroutine.com", "https://www.nytimes.com", "https://www.newyorker.com", "https://news.ycombinator.com", "https://reddit.com", "https://macstories.net", "https://brettterpstra.com" } }, } function openLaunchbotItems(set) local selectedSet = hs.fnutils.find(launchbotSets, function(el) return el.name == set end) if selectedSet then for _, item in pairs(selectedSet.items) do hs.urlevent.openURL(item) end else hs.alert("Launchbot: Set not found") end end function obj:bindHotkeys(mapping) local spec = { toggle = hs.fnutils.partial(self.clicked, self), } hs.spoons.bindHotkeysToSpec(spec, mapping) return self end function getMenuItems() return { { title = "Caffeinate", fn = function() obj.clicked() end, checked = obj.caffeinateStatus }, { title = "-" }, { title = hs.battery.capacity().." mAh, "..hs.battery.cycles(), disabled = true }, { title = "-" }, { title = "Launchbot", disabled = true }, { title = "Daily", fn = function() openLaunchbotItems("Daily") end }, } end function obj:start() self.menuBarItem = hs.menubar.new() self.menuBarItem:setMenu(function() return getMenuItems() end) self.menuBarItem:setClickCallback(self.clicked) if self.hotkeyToggle then self.hotkeyToggle:enable() end self.setDisplay(hs.caffeinate.get("displayIdle")) return self end function obj:stop() self.menuBarItem:delete() if self.hotkeyToggle then self.hotkeyToggle:disable() end self.menuBarItem = nil return self end function obj.setDisplay(state) local icon = "/logo-"..(state and 1 or 0)..".pdf" obj.menuBarItem:setIcon(obj.spoonPath..icon) obj.caffeinateStatus = state end function obj.clicked() obj.setDisplay(hs.caffeinate.toggle("displayIdle")) end return obj
local dir = _DIR local work_dir = '' local yml local os = os() local install_dir local class_installer = {} function class_installer:new (work_dir_) work_dir = work_dir_ if not file_exist(work_dir_ .. '/package.lua') then out('package.yml lose,this not a correct package') return false end print('start parse:', work_dir_ .. '/package.yml') local pStr = file_get_contents(work_dir_ .. '/package.lua') if not pStr then print('parse fail,check syntax:', err) return end yml = loadstring(pStr)() local conf = require('oshine.cwm.conf') install_dir = conf.install_dir print(json_encode({ l = 123, gg = 12 })) print("package parse done:==", json_encode(yml)) if not yml.name then assert(false, 'no package [name] in package.yml,it is not a correct package.') end print('current os:', os) print('package support platform :', yml.platform or 'mac windows linux') -- check platform if not yml.platform or yml.platform == 'all' then return self end for _, v in pairs(str_split(yml.platform, " ")) do if trim(v) == os then return self end end assert(false, 'not support your os:' .. os) end function class_installer:yml_conf () return yml end function class_installer:is_installed () local ini = require('ini'):new() local ok = ini.open(install_ini) if not ok then out(false, 'can not open ini file,new one.') return false end if ini:key('installed', yml.package_name) == yml.package_name then out('package:' .. yml.package_name .. ' already installed,', 'you can use -r to reinstall this package.') return true end end function class_installer:download (source) end function class_installer:install_plugs () -- check package.yml print('copy start...') -- before install print(pcall(function() local before = require('install.before') if before then before.run() end end)) local r, e = copy(work_dir, install_dir .. '/' .. yml.name) print("copy:===", work_dir, install_dir .. '/' .. yml.name, r, e) -- before install pcall(function() local after = require(yml.name .. '.install.after') if after then after.run() end end) -- map cmd local callback = function(file, is_dir) print('file callback:===', file, is_dir) if str_index(file, '.lua') == #file - #'.lua' then if not is_dir then local real_file = str_split(str_replace(file, '\\', '/'), '/') local name = str_split(real_file[#real_file], '.')[1] local origin_name = name if os == 'windows' then -- windows mcd if str_index(file, 'windows') > -1 then name = 'windows.' .. name end -- cwm cmd oshine/bitmap check file_put_contents(install_dir .. '/bin/' .. origin_name .. '.cmd', '@echo off \n::Generate by cwm ,do not modify this file \n' .. 'cwm cmd ' .. yml.name .. ' ' .. name) elseif os == 'linux' or os == 'drawin' then -- linux and mac cmd if str_index(file, 'linux') > -1 then name = 'linux.' .. name elseif str_index(file, 'drawin') > -1 then name = 'drawin.' .. name end file_put_contents(install_dir .. '/bin/' .. origin_name .. '.sh', '#Generate by cwm ,do not modify this file \n' .. 'cwm cmd ' .. yml.name .. ' ' .. name) end end end end file_in_folder(install_dir .. '/' .. yml.name .. '/cmd/', callback) end function class_installer:install(dir) end return class_installer
-- -- Copyright (c) 2007, Trent Gamblin -- 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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. -- -- constants BUFFER_WIDTH = 320 BUFFER_HEIGHT = 240 TILE_SIZE = 16 DIRECTION_NORTH = 1 DIRECTION_EAST = 2 DIRECTION_SOUTH = 3 DIRECTION_WEST = 4 MOVE_NONE = 1 MOVE_WANDER = 2 MOVE_WALK = 3 min_battle_dist = 20 max_battle_dist = 50 last_player_x = 0 last_player_y = 0 accumulated_distance = 0 curr_battle_dist = 0 battle_probability = 10 initial_player_pos_set = false battle_types = {} num_battle_types = 0 function init_random_battles(min_dist, max_dist, probability) min_battle_dist = min_dist max_battle_dist = max_dist curr_battle_dist = 0 battle_probability = probability end function time_for_battle() if (initial_player_pos_set == false) then last_player_x, last_player_y = getObjectPosition(1) accumulated_distance = getAccumulatedDistance() initial_player_pos_set = true end new_player_x, new_player_y = getObjectPosition(1) if (new_player_x < 0 or new_player_y < 0 or (new_player_x+TILE_SIZE) >= BUFFER_WIDTH or (new_player_y+8) >= BUFFER_HEIGHT) then return false end change_x = math.abs(last_player_x - new_player_x) change_y = math.abs(last_player_y - new_player_y) if (not (change_x == 0) and not (change_y == 0)) then change = math.sqrt(change_x*change_x + change_y*change_y) elseif (not (change_x == 0)) then change = change_x else change = change_y end moved = false if (not (change == 0)) then moved = true end curr_battle_dist = curr_battle_dist + change curr_battle_dist = curr_battle_dist + accumulated_distance accumulated_distance = 0 last_player_x = new_player_x last_player_y = new_player_y if (curr_battle_dist < min_battle_dist) then return false elseif (curr_battle_dist > max_battle_dist) then curr_battle_dist = 0 return true elseif (moved) then n = randint(1000) if (n <= battle_probability) then curr_battle_dist = 0 return true else return false end end end -- battle_type is: -- array of { id, x, y } function add_battle_type(battle_type) num_battle_types = num_battle_types + 1 battle_types[num_battle_types] = battle_type end function check_battle() if (time_for_battle()) then battle_type = randint(num_battle_types) startBattle(battle_types[battle_type], get_battle_terrain()) accumulated_distance = 0 setAccumulatedDistance(0) else setAccumulatedDistance(curr_battle_dist) end end function get_battle_terrain() x, y = getObjectPosition(1) x = x + TILE_SIZE/2 l1, l2, l3 = getTileIndices(x/TILE_SIZE+1, y/TILE_SIZE+1) if (l1 == 127 or l2 == 127 or l3 == 127) then return "forest" elseif (l1 == 128 or l2 == 128 or l3 == 128) then return "plains" elseif (l1 == 154 or l2 == 154 or l3 == 154) then return "cave" elseif (l1 == 2 or l2 == 2 or l3 == 2) then return "sand" elseif (l1 == 310 or l2 == 310 or l3 == 310) then return "inforest" else return "ohnoes" end end function dist(x1, y1, x2, y2) dx = x1 - x2 dy = y1 - y2 return math.sqrt(dx*dx + dy*dy) end function closeto(n1, n2) ACCEPTABLE_DISTANCE = 0.9 if (n1 >= (n2-ACCEPTABLE_DISTANCE) and n1 <= (n2+ACCEPTABLE_DISTANCE)) then return true else return false end end function a_or_and(s) ss = string.lower(string.sub(s,1,1)) if (ss == "a" or ss == "e" or ss == "i" or ss == "o" or ss == "u") then return "an" else return "a" end end Object = { MAX_WANDER_DIST = 16, MIN_WANDER_DIST = 8, move_type = MOVE_NONE, number = -1, x = 0, y = 0, startx = 0, starty = 0, endx = 0, endy = 0, width = TILE_SIZE, height = 8, anim_set = nil, rest = 1000, next_move = 0 } function Object:new(o) o = o or {} setmetatable(o, self) self.__index = self o.startx = o.x o.starty = o.y o.destx = o.x o.desty = o.y o.rest = o.rest or Object.rest o.next_move = 0 o.lastx = o.lastx or 0 o.lasty = o.lasty or 0 o.range = o.range or 40 o.width = o.width or 16 o.base_height = o.base_height or 8 o.total_height = o.total_height or 16 addObject(o.x, o.y, o.width, o.base_height, o.total_height); if (not (o.anim_set == nil)) then setObjectAnimationSet(o.number, o.anim_set) end if (not o.no_input) then setObjectInputToScriptControlled(o.number); end if (not (o.move_type == nil) and (o.move_type == MOVE_WANDER)) then o:wander() end return o end function Object:scriptify(o) o = o or {} setmetatable(o, self) self.__index = self o.startx = o.x o.starty = o.y o.destx = o.x o.desty = o.y o.rest = o.rest or Object.rest o.next_move = 0 o.lastx = o.lastx or 0 o.lasty = o.lasty or 0 setObjectInputToScriptControlled(o.number); if (not (o.move_type == nil) and (o.move_type == MOVE_WANDER)) then o:wander() end return o end function Object:rand_wander_dist() range = Object.MAX_WANDER_DIST - Object.MIN_WANDER_DIST return math.random() * range + Object.MIN_WANDER_DIST end function Object:rand_wander_direction() r = math.floor(math.random() * 4) + 1 return r end function Object:wander() move_dist = self.rand_wander_dist() dx = self.x - self.startx dy = self.y - self.starty if (math.abs(dx) > self.range or math.abs(dy) > self.range) then if (dx < -self.range) then self.destx = self.x + 20 elseif (dx > self.range) then self.destx = self.x - 20 end if (dy < -self.range) then self.desty = self.y + 20 elseif (dy > self.range) then self.desty = self.y - 20 end else dir = self.rand_wander_direction() if (dir == DIRECTION_NORTH) then self.desty = self.y - move_dist elseif (dir == DIRECTION_EAST) then self.destx = self.x + move_dist elseif (dir == DIRECTION_SOUTH) then self.desty = self.y + move_dist else self.destx = self.x - move_dist end end if (self.destx < 0) then self.destx = 0 elseif (self.destx >= (BUFFER_WIDTH-self.width)) then self.destx = BUFFER_WIDTH-self.width-1 end if (self.desty < 0) then self.desty = 0 elseif (self.desty >= (BUFFER_HEIGHT-self.height)) then self.desty = BUFFER_HEIGHT-self.height-1 end end function Object:move(step) if (self.move_type == self.MOVE_NONE) then return end self.x, self.y = getObjectPosition(self.number) l = 0 r = 0 u = 0 d = 0 if (closeto(self.x, self.destx)) then self.x = self.destx elseif (self.x < self.destx) then r = 1 else l = 1 end if (closeto(self.y, self.desty)) then self.y = self.desty elseif (self.y < self.desty) then d = 1 else u = 1 end self.next_move = self.next_move + step if (self.x == self.destx and self.y == self.desty and self.next_move > self.rest) then self.next_move = 0 if (self.move_type == MOVE_WANDER) then self:wander() end else moveObject(self.number, l, r, u, d) end if (self.next_move > self.rest) then if (self.lastx == self.x and self.lasty == self.y) then self.next_move = 0 if (self.move_type == MOVE_WANDER) then self:wander() end end end self.lastx = self.x self.lasty = self.y end Door = {} function Door:activate() if (not self.locked and self.count >= 250) then playSound("door") self.count = 0 setObjectSolid(self.number, not objectIsSolid(self.number)) if (objectIsSolid(self.number)) then --if (objectIsColliding(self.number)) then if (objectsAreColliding(self.number, 1)) then setObjectSolid(self.number, false) else advanceObjectAnimation(self.number) end else advanceObjectAnimation(self.number) end end end function Door:update(step) self.count = self.count + step end function Door:new(o) o = Object:new(o) o.activate = Door.activate o.update = Door.update o.locked = o.locked or false o.count = 0 setObjectAnimated(o.number, false) return o end Chest = {} function Chest:activate() if (not self.open) then if (self.itemtype == ITEM_GOLD) then advanceObjectAnimation(self.number) giveGold(self.quantity) setMilestone(self.milestone, true) msg = "You found " .. self.quantity .. " gold!$"; playSound("give") doPickupMessage(msg) self.open = true else i = findInventoryItem(self.id) if (i < 0) then i = findFirstEmptyInventorySlot() if (i < 0) then doMessage("You can't carry anything else...$") else advanceObjectAnimation(self.number) setInventory(i, self.id, self.quantity) setMilestone(self.milestone, true) playSound("give") if (self.quantity > 1) then msg = "You found " .. self.quantity .. " " .. item_names[self.id] .. "s!$" doPickupMessage(msg) else msg = "You found " .. a_or_and(item_names[self.id]) .. " " .. item_names[self.id] .. "!$" doPickupMessage(msg) end self.open = true end else advanceObjectAnimation(self.number) addToInventory(i, self.quantity) playSound("give") if (self.quantity > 1) then msg = "You found " .. self.quantity .. " " .. item_names[self.id] .. "s!$" doPickupMessage(msg) else msg = "You found " .. a_or_and(item_names[self.id]) .. " " .. item_names[self.id] .. "!$" doPickupMessage(msg) end setMilestone(self.milestone, true) self.open = true end end end end function Chest:new(o) o = Object:new(o) o.activate = Chest.activate o.open = checkMilestone(o.milestone) if (o.open) then advanceObjectAnimation(o.number) end o.itemtype = o.itemtype or ITEM_ITEM o.id = o.id or 0 o.quantity = o.quantity or 1 setObjectAnimated(o.number, false) return o end StillBird = {} function StillBird:update(step) self.change_count = self.change_count - step if (self.change_count <= 0) then self.direction = randint(4) setObjectSubAnimation(self.number, self.direction) self.change_count = randint(4000) + 1000 end self.chirp_count = self.chirp_count - step if (self.chirp_count <= 0) then playSound("chirp") self.chirp_count = randint(5000) + 5000 end end function StillBird:new(o) o = Object:new(o) o.update = StillBird.update o.direction = randint(4) setObjectSubAnimation(o.number, o.direction) setObjectAnimated(o.number, false) o.change_count = randint(4000) + 1000 o.chirp_count = randint(5000) setObjectHigh(o.number) return o; end FlyingBird = {} function FlyingBird:fly() self.flying = true if (self.direction == 1) then self.direction = 2 else self.direction = 1 end if (self.direction == 1) then self.y = BUFFER_HEIGHT-self.height self.speed = -0.08 else self.y = 0 self.speed = 0.08 end setObjectSubAnimation(self.number, self.direction) if (randint(2) == 1) then self.xinc = -(math.random()*0.04+0.02) else self.xinc = math.random()*0.04+0.02 end self.x = (150-randint(300))+BUFFER_WIDTH/2 end function FlyingBird:update(step) if (self.flying) then self.y = self.y + self.speed * step self.x = self.x + self.xinc * step if (self.y <= 0 or self.x <= 0 or self.y+self.height >= BUFFER_HEIGHT or self.x+self.width >= BUFFER_WIDTH) then self.flying = false self.wait = 10000 setObjectHidden(self.number, true) end setObjectPosition(self.number, self.x, self.y) else self.wait = self.wait - step if (self.wait <= 0) then self:fly() setObjectPosition(self.number, self.x, self.y) setObjectHidden(self.number, false) end end end function FlyingBird:new(o) o = Object:new(o) o.update = FlyingBird.update o.fly = FlyingBird.fly if (o.direction == nil) then o.direction = randint(2) elseif (o.direction == 1) then o.direction = 2 else o.direction = 1 end setObjectSolid(o.number, false) setObjectHigh(o.number, true) o:fly() o:update(1) return o end Duck = {} function Duck:update(step) self.x = self.x + self.speed * step setObjectPosition(self.number, self.x, self.y) if (self.direction == DIRECTION_EAST) then tx = (self.x + self.width) / TILE_SIZE else tx = self.x / TILE_SIZE end ty = (self.y + self.height/2) / TILE_SIZE if (not tileIsSolid(tx, ty)) then self.speed = - self.speed; if (self.direction == DIRECTION_EAST) then setObjectSubAnimation(self.number, 2) self.direction = DIRECTION_WEST else setObjectSubAnimation(self.number, 1) self.direction = DIRECTION_EAST end end end function Duck:new(o) o = Object:new(o) o.update = Duck.update if (o.direction == DIRECTION_WEST) then setObjectSubAnimation(o.number, 2) o.speed = -0.01 else o.speed = 0.01 end setObjectAnimated(o.number, false) setObjectSolid(o.number, false) return o; end
function f1() function f2() function f3() -- body end end end
local Snowflake = require('../Snowflake') local format = string.format local Emoji, property = class('Emoji', Snowflake) Emoji.__description = "Represents a custom Discord emoji." function Emoji:__init(data, parent) Snowflake.__init(self, data, parent) end function Emoji:__tostring() return format('%s: %s', self.__name, self._name) end local function getString(self) return format('<:%s:%s>', self._name, self._id) end local function getUrl(self) return format("https://discordapp.com/api/emojis/%s.png", self._id) end property('name', '_name', nil, 'string', "Emoji name") property('guild', '_parent', nil, 'Guild', "Discord guild in which the emoji exists") property('managed', '_managed', nil, 'boolean', "Whether the emoji is managed by an integration") property('requireColons', '_require_colons', nil, 'boolean', "Whether the emoji must be wrapped by colons") property('string', getString, nil, 'string', "Discord client resolveable string similar to a mentionString") property('url', getUrl, nil, 'string', "URL that points to the emoji's image file") return Emoji
local Screen, Menu, FileRequester = require("screen"), require("menu"), require("filerequester") local scrn, anim, frame, filename, saved, history local canvasvp, toolbarvp, palettevp, sidebarvp local updateagain, icons, wpaper, menu, crosshair, nopointer local tools = {"move", "brush", "picker", "select", "fill", "line", "circle", "box"} local tool, fgcolor, bgcolor, brushsize local brushmode, brushmasked, brushcolor, brush = 3, true, 1024, nil local startx, starty local clipx, clipy, clipw, cliph = 0, 0, 1, 1 local globalpal, fixedfps = true, true local playing = false function _init(args) scrn = Screen:new("Loading..", 10, 2) gfx.fgcolor(0) gfx.bar(0, 0, 2, 2) gfx.fgcolor(1) gfx.bar(0, 0, 1, 1) gfx.bar(1, 1, 1, 1) wpaper = image.new(2, 2, 1) image.copy(wpaper, 0, 0, 0, 0, 2, 2) icons = image.load(_DIR .. "paint.gif") local sw, sh = view.size(scrn.rootvp) local hk = sh / 240 menu = { { label = "File", menu = { {label = "Load..", action = reqload, hotkey = "l"}, {label = "Save", action = save, hotkey = "s"}, {label = "Save as..", action = reqsave}, {label = "Quit", action = quit, hotkey = "q"} } }, { label = "Brush", onopen = updatebrushmenu, menu = { {label = "Masked", _masked = true, action = reqbrushmode, hotkey = "m"}, { label = "Bitwise", onopen = updatebrushmenu, menu = { {label = "Zero", _mode = 0, action = reqbrushmode}, {label = "ConNonimpl", _mode = 1, action = reqbrushmode}, {label = "And", _mode = 2, action = reqbrushmode}, {label = "Source", _mode = 3, action = reqbrushmode, hotkey = "0"}, {label = "MatNonimpl", _mode = 4, action = reqbrushmode}, {label = "Xor", _mode = 5, action = reqbrushmode}, {label = "Dest", _mode = 6, action = reqbrushmode}, {label = "Or", _mode = 7, action = reqbrushmode}, {label = "Not", _mode = 8, action = reqbrushmode} } }, { label = "Index math", onopen = updatebrushmenu, menu = { {label = "Min", _mode = 9, action = reqbrushmode}, {label = "Max", _mode = 10, action = reqbrushmode}, {label = "Average", _mode = 11, action = reqbrushmode}, {label = "Add", _mode = 12, action = reqbrushmode}, {label = "Subtract", _mode = 13, action = reqbrushmode}, {label = "Multiply", _mode = 14, action = reqbrushmode}, {label = "Divide", _mode = 15, action = reqbrushmode} } }, { label = "Color", onopen = updatebrushmenu, menu = { {label = "Error diffusion", _errdiff = true, action = toggleerrdiff}, {label = "Background", _mode = 16, action = reqbrushmode}, {label = "Foreground", _mode = 17, action = reqbrushmode, hotkey = "8"}, {label = "Src bg", _mode = 18, action = reqbrushmode}, {label = "Source", _mode = 20, action = reqbrushmode, hotkey = "9"}, {label = "Darker", _mode = 21, action = reqbrushmode}, {label = "Lighter", _mode = 22, action = reqbrushmode}, {label = "Average", _mode = 23, action = reqbrushmode}, {label = "Add", _mode = 24, action = reqbrushmode}, {label = "Subtract", _mode = 25, action = reqbrushmode}, {label = "Multiply", _mode = 26, action = reqbrushmode}, {label = "Hue", _mode = 28, action = reqbrushmode}, {label = "Saturation", _mode = 29, action = reqbrushmode}, {label = "Lightness", _mode = 30, action = reqbrushmode}, {label = "Grayness", _mode = 31, action = reqbrushmode} } } } }, { label = "Anim", onopen = updateanimmenu, menu = { {label = "Global palette", action = toggleglobalpal}, {label = "Fixed framerate", action = togglefixedfps}, {label = "Insert frame", action = insertframe, hotkey = "n"}, {label = "Remove frame", action = removeframe, hotkey = "e"}, {label = "Clear frame", action = clearframe, hotkey = "k"} } }, { label = "Screen", menu = { { label = "Size", onopen = updatesizemenu, menu = { {label = " 80x" .. math.floor(60 * hk), _mode = 0, action = reqmode, hotkey = "1"}, {label = "160x" .. math.floor(60 * hk), _mode = 1, action = reqmode}, {label = "320x" .. math.floor(60 * hk), _mode = 2, action = reqmode}, {label = "640x" .. math.floor(60 * hk), _mode = 3, action = reqmode}, {label = " 80x" .. math.floor(120 * hk), _mode = 4, action = reqmode}, {label = "160x" .. math.floor(120 * hk), _mode = 5, action = reqmode, hotkey = "2"}, {label = "320x" .. math.floor(120 * hk), _mode = 6, action = reqmode}, {label = "640x" .. math.floor(120 * hk), _mode = 7, action = reqmode}, {label = " 80x" .. math.floor(240 * hk), _mode = 8, action = reqmode}, {label = "160x" .. math.floor(240 * hk), _mode = 9, action = reqmode}, {label = "320x" .. math.floor(240 * hk), _mode = 10, action = reqmode, hotkey = "3"}, {label = "640x" .. math.floor(240 * hk), _mode = 11, action = reqmode}, {label = " 80x" .. math.floor(480 * hk), _mode = 12, action = reqmode}, {label = "160x" .. math.floor(480 * hk), _mode = 13, action = reqmode}, {label = "320x" .. math.floor(480 * hk), _mode = 14, action = reqmode}, {label = "640x" .. math.floor(480 * hk), _mode = 15, action = reqmode, hotkey = "4"} } }, { label = "Colors", onopen = updatecolorsmenu, menu = { {label = " 2", _bpp = 1, action = reqbpp}, {label = " 4", _bpp = 2, action = reqbpp}, {label = " 8", _bpp = 3, action = reqbpp}, {label = " 16", _bpp = 4, action = reqbpp}, {label = " 32", _bpp = 5, action = reqbpp}, {label = " 64", _bpp = 6, action = reqbpp}, {label = "128", _bpp = 7, action = reqbpp}, {label = "256", _bpp = 8, action = reqbpp} } }, {label = "Hide cursor", action = togglepointer, hotkey = "h"} } } } menu = scrn:attachwindow("menu", Menu:new(menu)) menu.onopen = function() return view.focused(canvasvp) == false and view.focused(palettevp) == false end filename = "user:" anim = {} history = {} frame = 1 tool = 2 bgcolor = 0 fgcolor = 15 brushsize = 1 brush = image.new(brushsize, brushsize, 8) canvasvp = view.new(scrn.rootvp, 0, 0, 32, 32) crosshair = makepointer() nopointer = image.new(1, 1, 2) toolbarvp = view.new(scrn.rootvp, 0, 0, 10, #icons * 9 + 1) sidebarvp = view.new(scrn.rootvp, 0, 0, 1, 1) palettevp = view.new(scrn.rootvp, 0, 0, 1, 1) view.zindex(scrn.titlevp, -1) sys.stepinterval(-2) loadanim(args[1] or "user:new.gif") end function _step(t) if playing then frame = frame + 1 if frame > #anim then frame = 1 end if not globalpal then scrn:usepalette(anim[frame]) end scrn:title( filename .. "[" .. frame .. "/" .. #anim .. " " .. image.duration(anim[fixedfps and 1 or frame]) .. "ms]" .. (saved and "" or " *") ) view.active(canvasvp) local iw, ih = image.size(anim[frame]) image.draw(anim[frame], 0, 0, 0, 0, iw, ih) sys.stepinterval(image.duration(anim[fixedfps and 1 or frame])) if #anim <= 1 then view.active(scrn.rootvp) input.text("5") end end if updateagain then updateui() end view.active(scrn.rootvp) local key = input.text() input.text("") if key == "1" then frame = 1 elseif key == "2" then if frame > 1 then frame = frame - 1 else frame = #anim end elseif key == "3" then if frame < #anim then frame = frame + 1 else frame = 1 end elseif key == "4" then frame = #anim elseif key == "5" then playing = not playing sys.stepinterval(-2) elseif key == "6" then local f = fixedfps and 1 or frame if image.duration(anim[f]) >= 10 then makeuniq(f) image.duration(anim[f], math.abs(image.duration(anim[f]) - 10)) end elseif key == "7" then local f = fixedfps and 1 or frame makeuniq(f) image.duration(anim[f], image.duration(anim[f]) + 10) elseif key == "-" then if brushsize > 1 then brushsize = brushsize - 1 end brushcolor = 1024 elseif key == "+" then brushsize = brushsize + 1 brushcolor = 1024 elseif key == "r" then ramppalette(bgcolor, fgcolor) elseif key == " " then settool("move") elseif key == "b" then settool("brush") elseif key == "x" then settool("box") else if key ~= "" then for i, v in ipairs(tools) do if string.sub(v, 1, #key) == key then tool = i end end end end if key ~= "" then updateui() end key = input.hotkey() if key == "z" then undo() end stepui(t) stepcanvas(t) scrn:step(t) autohideui() if view.focused(canvasvp) == true or view.focused(palettevp) == true then menu:close() end end function reqload() if scrn.children["req"] then return end local req = FileRequester:new("Load GIF..", {".gif"}, filename .. "/../") req.ondone = function(self, filename) if filename then loadanim(filename) end end scrn:attachwindow("req", req) end function loadanim(_filename) playing = false sys.stepinterval(-2) for i, img in ipairs(anim) do pcall(image.forget, img) end while #history > 0 do for i, v in ipairs(history[1]) do pcall(image.forget, v) end table.remove(history, 1) end filename = _filename anim = image.load(filename) or {defaultimage()} frame = 1 local iw, ih = image.size(anim[frame]) view.size(canvasvp, iw, ih) local mode, bpp = scrn:mode() screenmode(mode, minbpp(anim)) globalpal = hasglobalpal(anim) fixedfps = hasfixedfps(anim) commit() saved = true end function reqsave() if scrn.children["req"] then return end local req = FileRequester:new("Save GIF..", {".gif"}, filename .. "/../") req.ondone = function(self, filename) if filename then saveanim(filename) end end scrn:attachwindow("req", req) end function save() saveanim(filename) end function saveanim(_filename) filename = _filename or filename if globalpal and not hasglobalpal(anim) then for i, v in ipairs(anim) do makeuniq(i) end end if fixedfps then local ms = image.duration(anim[1]) for i, v in ipairs(anim) do if image.duration(v) ~= ms then makeuniq(i) image.duration(anim[i], ms) end end end image.save(filename, anim) saved = true updateagain = true end function quit() sys.exit() end function updatesizemenu(struct) local mode, bpp = scrn:mode() for i, item in ipairs(struct.menu) do item.checked = mode == item._mode end end function updatecolorsmenu(struct) local mode, bpp = scrn:mode() for i, item in ipairs(struct.menu) do item.checked = bpp == item._bpp end end function updatebrushmenu(struct) for i, item in ipairs(struct.menu) do item.checked = brushmode == item._mode if item._masked then item.checked = brushmasked end if item._errdiff then view.active(canvasvp) item.checked = image.errordiffusion() end end end function updateanimmenu(struct) struct.menu[1].checked = globalpal struct.menu[2].checked = fixedfps end function reqmode(struct) local mode, bpp = scrn:mode() screenmode(struct._mode, bpp) end function reqbpp(struct) local mode, bpp = scrn:mode() screenmode(mode, struct._bpp) end function reqbrushmode(struct) if struct._masked then brushmasked = not brushmasked else brushmode = struct._mode end end function toggleglobalpal(struct) globalpal = not globalpal updateui() end function togglefixedfps(struct) fixedfps = not fixedfps updateui() end function togglepointer(struct) struct.checked = not struct.checked view.active(canvasvp) if struct.checked then image.pointer(nopointer) else image.pointer(crosshair, 5, 5) end end function toggleerrdiff(struct) view.active(canvasvp) image.errordiffusion(not image.errordiffusion()) end function insertframe() table.insert(anim, frame, makeuniq(frame)) commit() frame = frame + 1 updateui() end function removeframe() if #anim > 1 then table.remove(anim, frame) commit() end if frame > #anim then frame = #anim end updateui() end function clearframe() view.active(canvasvp) makeuniq(frame) gfx.cls() copycanvas(anim[frame]) commit() updateui() end function screenmode(mode, bpp) scrn:mode(mode, bpp) local sw, sh = view.size(scrn.rootvp) view.position(scrn.mainvp, 0, 0) view.size(scrn.mainvp, sw, sh) view.position(scrn.titlevp, 0, 0) view.position(toolbarvp, 0, 16) local vw, vh = view.size(canvasvp) view.position(canvasvp, (sw - vw) / 2, (sh - vh) / 2) view.position(palettevp, 0, 0) view.size(palettevp, sw, sh) view.position(sidebarvp, 0, 0) view.size(sidebarvp, 24, sh) updateui() updateagain = true end function updateui() scrn:usepalette(anim[globalpal and 1 or frame]) scrn:autocolor() scrn:title( filename .. "[" .. frame .. "/" .. #anim .. " " .. image.duration(anim[fixedfps and 1 or frame]) .. "ms]" .. (saved and "" or " *") ) local mode, bpp = scrn:mode() local sw, sh = view.size(scrn.rootvp) local x, y, s = 0, 0, 0 if updateagain then view.active(scrn.mainvp) image.copymode(20) image.draw(wpaper, 0, 0, 0, 0, sw, sh) end view.active(toolbarvp) gfx.bgcolor(scrn.darkcolor) gfx.fgcolor(scrn.lightcolor) gfx.cls() image.copymode(20) x, y = 1, 1 for i = 1, #icons do if tool == i then gfx.bar(x - 1, y - 1, 1, 10) image.draw(icons[i], x + 1, y, 0, 0, 8, 8) else image.draw(icons[i], x, y, 0, 0, 8, 8) end y = y + 9 end view.active(sidebarvp) gfx.bgcolor(scrn.darkcolor) gfx.cls() local f = globalpal and 1 or frame local r, g, b = scrn:palette(fgcolor) x, y = view.size(sidebarvp) gfx.fgcolor(gfx.nearestcolor(0, 15, 15)) gfx.bar(0, 0, 8, y) gfx.fgcolor(gfx.nearestcolor(15, 0, 15)) gfx.bar(8, 0, 8, y) gfx.fgcolor(gfx.nearestcolor(15, 15, 0)) gfx.bar(16, 0, 8, y) gfx.fgcolor(gfx.nearestcolor(15, 0, 0)) gfx.bar(0, (1 - r / 15) * y, 8, y) gfx.fgcolor(gfx.nearestcolor(0, 15, 0)) gfx.bar(8, (1 - g / 15) * y, 8, y) gfx.fgcolor(gfx.nearestcolor(0, 0, 15)) gfx.bar(16, (1 - b / 15) * y, 8, y) gfx.fgcolor(scrn.darkcolor) gfx.bar(0, (1 - r / 15) * y - 2, 8, 4) gfx.bar(8, (1 - g / 15) * y - 2, 8, 4) gfx.bar(16, (1 - b / 15) * y - 2, 8, 4) gfx.fgcolor(fgcolor) gfx.bar(0 + 1, (1 - r / 15) * y - 1, 6, 2) gfx.bar(8 + 1, (1 - g / 15) * y - 1, 6, 2) gfx.bar(16 + 1, (1 - b / 15) * y - 1, 6, 2) view.active(canvasvp) local iw, ih = image.size(anim[frame]) view.size(canvasvp, iw, ih) image.copymode(3) image.draw(anim[frame], 0, 0, 0, 0, iw, ih) bgcolor = gfx.bgcolor(image.bgcolor(anim[globalpal and 1 or frame])) view.active(palettevp) x, y = view.size(palettevp) image.copymode(20) image.draw(wpaper, 0, 0, x, y, sw, sh) image.copymode(3) s = math.min(math.max(3, math.floor(sw / 32)), 10) x, y = 0, 1 for i = 0, math.pow(2, bpp) - 1 do if x > sw - s then x = 0 y = y + s end gfx.fgcolor(i) local d = (fgcolor == i and -1 or (bgcolor == i and 1 or 0)) gfx.bar(x + d, y + d, s, s) x = x + s end x, y = view.size(palettevp, sw, y + s) view.size(sidebarvp, 24, sh - y - 11) local gm, gc = view.screenmode(scrn.rootvp) local lm, lc = view.screenmode(canvasvp) updateagain = (gm ~= lm) or (gc ~= lc) end function autohideui() view.active(scrn.rootvp) local mx, my, mb = input.mouse() if mb > 0 or menu.struct.vp or scrn.children["req"] then return end local sw, sh = view.size(scrn.rootvp) local vw, vh, foc local focs = 0 local x, y, smy = 0, 0, my view.active(canvasvp) vw, vh = view.size(canvasvp) local cl, ct = view.position(canvasvp) local cr, cb = sw - vw - cl, sh - vh - ct mx, my, mb = input.mouse() if mx >= 0 and my >= 0 and mx < vw and my < vh then foc = canvasvp end view.active(scrn.titlevp) vw, vh = view.size(scrn.titlevp) mx, my, mb = input.mouse() if my > vh then if ct < vh then view.position(scrn.titlevp, 0, -vh) end else view.position(scrn.titlevp, 0, 0) foc = scrn.titlevp focs = focs + 1 end view.active(toolbarvp) vw, vh = view.size(toolbarvp) mx, my, mb = input.mouse() if vh < sh then y = (1 / 2) * (sh - vh) else y = (smy / sh) * (sh - vh) end if mx > vw then if cl < vw then view.position(toolbarvp, -vw, y) end else view.position(toolbarvp, 0, y) foc = toolbarvp focs = focs + 1 end view.active(sidebarvp) vw, vh = view.size(sidebarvp) mx, my, mb = input.mouse() if mx < -1 then if cr < vw then view.position(sidebarvp, sw, 11) end else view.position(sidebarvp, sw - vw, 11) foc = sidebarvp focs = focs + 1 end view.active(palettevp) vw, vh = view.size(palettevp) mx, my, mb = input.mouse() if my < -1 then if cb < vh then view.position(palettevp, 0, sh) end else view.position(palettevp, 0, sh - vh) foc = palettevp focs = focs + 1 end if focs == 1 then view.zindex(foc, -1) end if foc == scrn.titlevp then foc = scrn.mainvp end if foc and view.focused(foc) == false then view.focused(foc, true) updateui() end end function stepui(t) local mx, my, mb view.active(palettevp) mx, my, mb = input.mouse() if mb == 1 then fgcolor = gfx.pixel(mx, my) view.active(canvasvp) gfx.fgcolor(fgcolor) updateui() end if mb == 2 then bgcolor = gfx.pixel(mx, my) view.active(canvasvp) gfx.bgcolor(bgcolor) image.bgcolor(anim[globalpal and 1 or frame], bgcolor) updateui() end view.active(toolbarvp) mx, my, mb = input.mouse() if mb == 1 then tool = math.floor(my / 9) + 1 startx, starty = nil, nil updateui() end view.active(sidebarvp) local vw, vh = view.size(sidebarvp) mx, my, mb = input.mouse() my = my - vh / 32 if mb == 1 then local f = globalpal and 1 or frame local r, g, b = image.palette(makeuniq(f), fgcolor) local ch = math.floor(mx / (vw / 3)) if ch == 0 then image.palette(anim[f], fgcolor, (1 - my / vh) * 15, g, b) elseif ch == 1 then image.palette(anim[f], fgcolor, r, (1 - my / vh) * 15, b) elseif ch == 2 then image.palette(anim[f], fgcolor, r, g, (1 - my / vh) * 15) end updateui() end end function stepcanvas(t) view.active(canvasvp) local mx, my, mb = input.mouse() if tools[tool] == "move" then local vx, vy = view.position(canvasvp) local vw, vh = view.size(canvasvp) local iw, ih = image.size(anim[frame]) if mb == 1 then if startx then view.position(canvasvp, vx + mx - startx, vy + my - starty) else startx, starty = mx, my end elseif mb == 2 then if not startx then clipx, clipy = (mx - vw / 2) / vw, (my - vh / 2) / vh if math.abs(clipx) > math.abs(clipy) then clipy = 0 else clipx = 0 end startx, starty = 0, 0 end if clipx > 0 then view.size(canvasvp, mx, vh) elseif clipy > 0 then view.size(canvasvp, vw, my) elseif clipx < 0 then startx = startx - mx view.size(canvasvp, vw - mx, vh) view.position(canvasvp, vx + mx, vy) elseif clipy < 0 then starty = starty - my view.size(canvasvp, vw, vh - my) view.position(canvasvp, vx, vy + my) end gfx.cls() image.draw(anim[frame], startx, starty, 0, 0, iw, ih) else if clipx and startx then resizeanim(startx, starty, vw - iw - startx, vh - ih - starty) commit() end clipx, clipy = nil, nil startx, starty = nil, nil end elseif tools[tool] == "brush" then local iw, ih = image.size(anim[frame]) if mb > 0 then if mb > 1 then updatebrush(gfx.fgcolor(bgcolor)) else updatebrush(gfx.fgcolor(fgcolor)) end if startx then paintline(startx, starty, mx, my, 1) else makeuniq() image.copymode(brushmode, brushmasked) paintat(mx, my) end startx, starty = mx, my else image.copymode(3) if startx then copycanvas(anim[frame]) commit() end image.draw(anim[frame], 0, 0, 0, 0, iw, ih) image.copymode(brushmode, brushmasked) updatebrush(gfx.fgcolor(fgcolor)) paintat(mx, my) startx, starty = nil, nil end elseif tools[tool] == "picker" then if mb == 1 then fgcolor = gfx.pixel(mx, my) gfx.fgcolor(fgcolor) updateui() end if mb == 2 then bgcolor = gfx.pixel(mx, my) gfx.bgcolor(bgcolor) image.bgcolor(anim[frame], bgcolor) updateui() end elseif tools[tool] == "select" then local iw, ih = image.size(anim[frame]) if mb > 0 then if startx then image.copymode(3) image.draw(anim[frame], 0, 0, 0, 0, iw, ih) gfx.fgcolor(scrn.darkcolor) gfx.line(startx - 1, starty - 1, mx, starty - 1) gfx.line(startx - 1, starty - 1, startx - 1, my) gfx.line(startx - 1, my, mx, my) gfx.line(mx, starty - 1, mx, my) gfx.fgcolor(scrn.lightcolor) gfx.line(startx - 2, starty - 2, mx + 1, starty - 2) gfx.line(startx - 2, starty - 2, startx - 2, my + 1) gfx.line(startx - 2, my + 1, mx + 1, my + 1) gfx.line(mx + 1, starty - 2, mx + 1, my + 1) else makeuniq() startx, starty = mx, my end else image.copymode(3) image.draw(anim[frame], 0, 0, 0, 0, iw, ih) if startx then clipx, clipy = math.max(0, math.min(mx, startx)), math.max(0, math.min(my, starty)) clipw, cliph = math.min(iw, math.abs(mx - startx)), math.min(ih, math.abs(my - starty)) image.forget(brush) brush = image.new(clipw, cliph, 8) image.copy(brush, clipx, clipy, 0, 0, clipw, cliph) image.copypalette(brush) image.bgcolor(brush, bgcolor) brushcolor = clipw == 0 or cliph == 0 settool("brush") updateui() end -- image.copymode(brushmode, brushmasked) -- updatebrush(gfx.fgcolor(fgcolor)) -- paintat(mx, my) startx, starty = nil, nil end elseif tools[tool] == "fill" then if mb > 0 then if mb > 1 then gfx.fgcolor(bgcolor) else gfx.fgcolor(fgcolor) end makeuniq() local target = gfx.pixel(mx, my) local pool = {{mx, my}} if gfx.fgcolor() == target then table.remove(pool) end local iw, ih = image.size(anim[frame]) while #pool > 0 do local p = table.remove(pool) if gfx.pixel(p[1], p[2]) == target and p[1] >= 0 and p[2] >= 0 and p[1] < iw and p[2] < ih then gfx.plot(p[1], p[2]) table.insert(pool, {p[1], p[2] - 1}) table.insert(pool, {p[1], p[2] + 1}) table.insert(pool, {p[1] - 1, p[2]}) table.insert(pool, {p[1] + 1, p[2]}) end end startx, starty = mx, my else if startx then copycanvas(anim[frame]) commit() end startx, starty = nil, nil end elseif tools[tool] == "line" then local iw, ih = image.size(anim[frame]) if mb > 0 then if mb > 1 then updatebrush(gfx.fgcolor(bgcolor)) else updatebrush(gfx.fgcolor(fgcolor)) end if startx then image.copymode(3) image.draw(anim[frame], 0, 0, 0, 0, iw, ih) image.copymode(brushmode, brushmasked) paintline(startx, starty, mx, my) else makeuniq() image.copymode(brushmode, brushmasked) paintat(mx, my) startx, starty = mx, my end else image.copymode(3) if startx then copycanvas(anim[frame]) commit() end image.draw(anim[frame], 0, 0, 0, 0, iw, ih) image.copymode(brushmode, brushmasked) updatebrush(gfx.fgcolor(fgcolor)) paintat(mx, my) startx, starty = nil, nil end elseif tools[tool] == "circle" then local iw, ih = image.size(anim[frame]) if mb > 0 then if mb > 1 then updatebrush(gfx.fgcolor(bgcolor)) else updatebrush(gfx.fgcolor(fgcolor)) end if startx then image.copymode(3) image.draw(anim[frame], 0, 0, 0, 0, iw, ih) image.copymode(brushmode, brushmasked) paintcircle(startx, starty, mx - startx, my - starty) else makeuniq() image.copymode(brushmode, brushmasked) paintat(mx, my) startx, starty = mx, my end else image.copymode(3) if startx then copycanvas(anim[frame]) commit() end image.draw(anim[frame], 0, 0, 0, 0, iw, ih) image.copymode(brushmode, brushmasked) updatebrush(gfx.fgcolor(fgcolor)) paintat(mx, my) startx, starty = nil, nil end elseif tools[tool] == "box" then local iw, ih = image.size(anim[frame]) if mb > 0 then if mb > 1 then updatebrush(gfx.fgcolor(bgcolor)) else updatebrush(gfx.fgcolor(fgcolor)) end if startx then image.copymode(3) image.draw(anim[frame], 0, 0, 0, 0, iw, ih) image.copymode(brushmode, brushmasked) paintline(startx, starty, mx, starty, 1) paintline(mx, starty, mx, my, 1) paintline(mx, my, startx, my, 1) paintline(startx, my, startx, starty, 1) else makeuniq() image.copymode(brushmode, brushmasked) paintat(mx, my) startx, starty = mx, my end else image.copymode(3) if startx then copycanvas(anim[frame]) commit() end image.draw(anim[frame], 0, 0, 0, 0, iw, ih) image.copymode(brushmode, brushmasked) updatebrush(gfx.fgcolor(fgcolor)) paintat(mx, my) startx, starty = nil, nil end end end function commit() local commit = {} for i, v in ipairs(anim) do table.insert(commit, v) end table.insert(history, commit) while #history > 32 do for i, v in ipairs(history[1]) do local uniq = true for j, w in ipairs(history[2]) do if v == w then uniq = false end end if uniq then image.forget(v) end end table.remove(history, 1) end saved = false end function undo() local commit = table.remove(history) local same = #commit == #anim while same do for i, v in ipairs(anim) do if anim[i] ~= commit[i] then same = false frame = i end end if same and #history > 0 then commit = table.remove(history) same = #commit == #anim else same = false end end table.insert(history, commit) for i, v in ipairs(anim) do local uniq = true for j, w in ipairs(commit) do if v == w then uniq = false end end if uniq then image.forget(v) end end anim = {} for j, w in ipairs(commit) do table.insert(anim, w) end saved = false if frame > #anim then frame = #anim end updateui() end function copycanvas(img) view.active(canvasvp) local w, h = view.size(canvasvp) local mode, bpp = scrn:mode() local newframe = img or image.new(w, h, bpp) image.copypalette(newframe) image.copy(newframe, 0, 0, 0, 0, w, h) image.bgcolor(newframe, bgcolor) image.duration(newframe, image.duration(anim[fixedfps and 1 or frame])) return newframe end function makeuniq(framenum) framenum = framenum or frame local oldframe = frame local commit = history[#history] local uniq = true for i, v in ipairs(commit) do if anim[framenum] == v then uniq = false end end if not uniq then frame = framenum updateui() anim[frame] = copycanvas() if frame ~= oldframe then frame = oldframe updateui() end saved = false end return anim[framenum] end function resizeanim(l, t, r, b) view.active(canvasvp) local iw, ih = image.size(anim[1]) view.size(canvasvp, l + iw + r, t + ih + b) for i, v in ipairs(anim) do if not globalpal then scrn:usepalette(v) bgcolor = image.bgcolor(v) end gfx.cls() image.draw(v, l, t, 0, 0, iw, ih) anim[i] = copycanvas() if not fixedfps then image.duration(anim[i], image.duration(v)) end end updateui() end function ramppalette(first, last) local f = globalpal and 1 or frame makeuniq(f) first, last = math.min(first, last), math.max(first, last) local diff = last - first local fr, fg, fb = image.palette(anim[f], first) local lr, lg, lb = image.palette(anim[f], last) local diffr, diffg, diffb = lr - fr, lg - fg, lb - fb for i = 0, diff do image.palette(anim[f], first + i, fr + (i / diff) * diffr, fg + (i / diff) * diffg, fb + (i / diff) * diffb) end end function updatebrush(fgcolor) if brushcolor then local bw, bh = image.size(brush) if bw ~= brushsize or bh ~= brushsize then image.forget(brush) brush = image.new(brushsize, brushsize, 8) brushcolor = 1024 end if brushcolor ~= fgcolor then for y = 0, brushsize do for x = 0, brushsize do image.pixel(brush, x, y, fgcolor) end end brushcolor = fgcolor image.copypalette(brush) image.bgcolor(brush, fgcolor == bgcolor and fgcolor + 1 or bgcolor) end end end function paintat(x, y) local bw, bh = image.size(brush) image.draw(brush, x - math.floor(bw / 2), y - math.floor(bh / 2), 0, 0, bw, bh) end function paintline(x1, y1, x2, y2, s) local l = math.max(math.abs(x1 - x2), math.abs(y1 - y2)) if l == 0 then if s then return end return paintat(x1, y1) end for i = (s or 0), l do paintat(x1 + .5 + (i / l) * (x2 - x1), y1 + .5 + (i / l) * (y2 - y1)) end end function paintcircle(cx, cy, rx, ry) if rx == 0 and ry == 0 then paintat(cx, cy) else div = rx == ry and 4 or 2 step = 8 / (2 * math.pi * math.abs(math.min(rx, ry))) for a = 0, math.pi / div, step do x1 = math.round(rx * math.sin(a)) y1 = math.round(ry * math.cos(a)) x2 = math.round(rx * math.sin(a + step)) y2 = math.round(ry * math.cos(a + step)) paintline(cx + x1, cy - y1, cx + x2, cy - y2) paintline(cx + x1, cy + y1, cx + x2, cy + y2) paintline(cx - x1, cy - y1, cx - x2, cy - y2) paintline(cx - x1, cy + y1, cx - x2, cy + y2) if div == 4 then paintline(cx + y1, cy - x1, cx + y2, cy - x2) paintline(cx + y1, cy + x1, cx + y2, cy + x2) paintline(cx - y1, cy - x1, cx - y2, cy - x2) paintline(cx - y1, cy + x1, cx - y2, cy + x2) end end end end function makepointer() gfx.fgcolor(1) gfx.line(0, 5, 10, 5) gfx.line(5, 0, 5, 10) gfx.fgcolor(0) gfx.plot(5, 5) gfx.fgcolor(2) for i = 2, 20, 2 do gfx.plot(5 - i, 5) gfx.plot(5 + i, 5) gfx.plot(5, 5 - i) gfx.plot(5, 5 + i) end local pimg = image.new(11, 11, 2) image.copy(pimg, 0, 0, 0, 0, 11, 11) image.pointer(pimg, 5, 5) return pimg end function minbpp(anim) local colors, c, bpp = 0, 0, 0 local w, h = image.size(anim[1]) for i = 1, #anim do for y = 1, h do for x = 1, w do c = image.pixel(anim[i], x - 1, y - 1) if c > colors then colors = c end end end end colors = colors + 1 while math.pow(2, bpp) < colors do bpp = bpp + 1 end return math.max(1, bpp) end function hasglobalpal(anim) local bpp = image.colordepth(anim[1]) local colors = math.pow(2, bpp) for i = 2, #anim do for c = 0, colors - 1 do local r1, g1, b1 = image.palette(anim[1], c) local r2, g2, b2 = image.palette(anim[i], c) if r1 ~= r2 or g1 ~= g2 or b1 ~= b2 then return false end end end return true end function hasfixedfps(anim) local firstint = image.duration(anim[1]) for i = 2, #anim do if firstint ~= image.duration(anim[i]) then return false end end return true end function defaultimage() local img = image.new(240, 135, 6) image.pixel(img, 0, 0, 255) return img end function math.round(x) return x >= 0 and math.floor(x + 0.5) or math.ceil(x - 0.5) end function settool(name) tool = 1 while tools[tool] ~= name and tool < #tools do tool = tool + 1 end end
--[[ This library defines functions to initialize the values of the rawcodes[] array, which should contain the rawcodes of all existing Deco Builders, in alphabetical order. Special builders are listed first, though. ]]-- local decobuilders = {} decobuilders.typeIds = {} decobuilders.typeIds.specialDecos = { 'u015', -- Units and Trees 'u02E', -- Terrain 'u003', -- Docks 'u00W' -- Misc } decobuilders.typeIds.basicDecos = { 'u014', -- Archways 'u00A', -- Bushes 'u035', -- Camp 'u016', -- City 1 'u017', -- City 2 'u01T', -- City 3 'u00N', -- Corpses 'u00B', -- Crops 'u01P', -- Dungeons 'u036', -- Effects 'u01C', -- Fire 'u03Q', -- Furniture 'u00V', -- Gates 'u03P', -- Ice 'u013', -- Rocks 'u01R', -- Seats 'u01N', -- Statue 1 'u000', -- Walls (Wood) 'u02J', -- Walls 1 'u02K', -- Walls 2 'u00Z', -- Water 'u02P' -- Webs } decobuilders.typeIds.advancedDecos = { 'u02G', -- Arabian 1 'u02H', -- Arabian 2 'u01E', -- Blacksmith 'u03A', -- Blocks 'u029', -- Celtic 'u039', -- Chaos 'u027', -- Chess 'u02D', -- Dalaran 'u02O', -- Draenei 'u03Z', -- Drow 'u02A', -- Elves Blood 'u045', -- Elves High 'u040', -- Elves Forest 'u03I', -- Fence 'u005', -- Flags 'u02C', -- Floors 'u004', -- Flowers 1 'u006', -- Flowers 2 'u025', -- Forsaken 'u02R', -- Goblin 'u02S', -- Gravestones 'u02I', -- Mansion 'u01D', -- Market 'u01S', -- Medieval 1 'u02L', -- Medieval 2 'u046', -- Mushrooms 'u03R', -- Naga 'u03S', -- Nordic 'u00Y', -- Obelisks 'u02N', -- Pandaren 'u026', -- Quilboar 'u02Q', -- Rostrodle 'u02T', -- Ruined 1 'u044', -- Ruined 2 'u00X', -- Ruins 'u001', -- Runes 'u02M', -- Runic 'u00G', -- S&S Kingdom 1 'u00L', -- S&S Kingdom 2 'u008', -- S&S Manor 1 'u009', -- S&S Manor 2 'u023', -- Statue 2 'u007', -- Tableware 'u01B', -- Trees 'u01O', -- Village 'u011', -- Walls (Icecrown) 'u012', -- Walls (Ruins) 'u010' -- Walls (Stone) } return decobuilders
--[[ ElvUI_BetterTalentFrame Copyright (C) Arwic-Frostmourne, All rights reserved. ]]-- local KUI, E, L, V, P, G = unpack(select(2, ...)) local KBT = KUI:NewModule("KuiBetterTalents", "AceHook-3.0", "AceEvent-3.0") -- Config local activateButtonWidth = 200 local activateButtonHeight = 20 local tabDim = 30 local tabSep = 10 local tabXOffset = 2 local specTabPrefix = "KUI_KBT_SpecTab" local talentRowCount = 7 local talentColCount = 3 local r, g, b = unpack(E["media"].rgbvaluecolor) -- ensures the db is valid function KBT:VerifyDB() if KUIDataPerCharDB == nil then KUIDataPerCharDB = {} end if KUIDataPerCharDB["talents"] == nil then KUIDataPerCharDB["talents"] = {} end if KUIDataPerCharDB["talents"]["pve"] == nil then KUIDataPerCharDB["talents"]["pve"] = {} end end -- returns the pve talent info for a given spec at the given row and column function KBT:GetCachedTalentInfo(specIndex, row, col) -- VerifyDB only guarantees us ["talents"]["pve"], not our spec table if KUIDataPerCharDB["talents"]["pve"][specIndex] == nil then return nil end return KUIDataPerCharDB["talents"]["pve"][specIndex][row][col] end -- returns the talent button frame at the given row and column function KBT:GetTalentButtonFrame(row, col) return _G["PlayerTalentFrameTalentsTalentRow" .. row .. "Talent" .. col] end -- returns the texture widget of the talent button at the given row and column function KBT:GetTalentButtonTexture(row, col) return _G["PlayerTalentFrameTalentsTalentRow" .. row .. "Talent" .. col .. "IconTexture"] end -- caches the current specs talent configuration function KBT:UpdateTalentCache() -- always recreate the currents specs talent table self:VerifyDB() KUIDataPerCharDB["talents"]["pve"][GetSpecialization()] = {} -- save the current specs talents local curSpec =KUIDataPerCharDB["talents"]["pve"][GetSpecialization()] for i = 1, talentRowCount do curSpec[i] = {} for j = 1, talentColCount do curSpec[i][j] = {} curSpec[i][j].talentID, curSpec[i][j].name, curSpec[i][j].texture, curSpec[i][j].selected, curSpec[i][j].available, curSpec[i][j].spellid, curSpec[i][j].tier, curSpec[i][j].column = GetTalentInfo(i, j, GetActiveSpecGroup()) end end end function KBT:GetSpecTabIcon(index) return _G[specTabPrefix .. index] end ---------- UPDATE ---------- function KBT:UpdateActivateButton() PlayerTalentFrame_UpdateSpecFrame(PlayerTalentFrameSpecialization, KBT.selectedSpec) for i = 1, GetNumSpecializations() do _G["PlayerTalentFrameSpecializationSpecButton"..i]:SetScript("OnClick", function() KBT.selectedSpec = i self:Update() end) end end function KBT:UpdateSpecTab() -- enable the activate button if the selected spec is not currently active PlayerTalentFrameSpecializationLearnButton:SetEnabled(KBT.selectedSpec ~= GetSpecialization()) for i = 1, GetNumSpecializations(), 1 do local icon = self:GetSpecTabIcon(i) if icon and icon.overlay then icon.overlay:SetShown(KBT.selectedSpec == i) end end end function KBT:UpdateTalentsTab() -- update the talent cache self:UpdateTalentCache() -- replace the talent buttons with the selected specs talents for i = 1, talentRowCount do for j = 1, talentColCount do -- get vars local btn = self:GetTalentButtonFrame(i, j) local talentInfo = self:GetCachedTalentInfo(KBT.selectedSpec, i, j) local btnTexture = self:GetTalentButtonTexture(i, j) -- this is new in BFA and it messes with how we display non active spec talents if btn.ShadowedTexture ~= nil then btn.ShadowedTexture:Hide() end if talentInfo ~= nil then -- we have a talent cached for this button -- update the button with new talent info btn.name:SetText(talentInfo.name) btn.icon:SetTexture(talentInfo.texture) -- highlight the button if it is for a selected talent btnTexture:SetDesaturated(not (talentInfo.selected and KBT.selectedSpec == GetSpecialization())) -- update the button's tooltip btn:SetScript("OnEnter", function(self) GameTooltip:SetOwner(self, "ANCHOR_RIGHT"); GameTooltip:SetTalent(talentInfo.talentID) GameTooltip:Show() end) btn:SetScript("OnLeave", function(self) GameTooltip_Hide() end) if KBT.selectedSpec == GetSpecialization() then -- this is the currently active spec, we need to enable full functionality so the user can select talents -- enable the buttons click event btn:SetScript("OnClick", PlayerTalentButton_OnClick) local _, classId = UnitClass("player") local color = RAID_CLASS_COLORS[classId] btn.bg.SelectedTexture:SetColorTexture(r, g, b, 0.5) -- show the selected texture if the talent is selected btn.bg.SelectedTexture:SetShown(talentInfo.selected) else -- we arnt viewing the active spec -- disable the buttons click event btn:SetScript("OnClick", function(...) end) -- non active specs have light grey highlighs btn.bg.SelectedTexture:SetColorTexture(75/255, 75/255, 75/255, 0.5) -- show the selected texture if the talent is selected btn.bg.SelectedTexture:SetShown(talentInfo.selected) end else -- we dont have a talent cached for this button -- show unknown message and advise user to switch spec to update their data btn.name:SetText("Unknown Talent") btn.icon:SetTexture(0) btn.bg.SelectedTexture:SetShown(false) btn:SetScript("OnEnter", function(self) GameTooltip:SetOwner(self, "ANCHOR_RIGHT"); GameTooltip:SetText("Unknown Talent", 1, 0, 0) GameTooltip:AddLine("Activate this specialization to update this talent.", nil, nil, nil, true) GameTooltip:Show() end) btn:SetScript("OnLeave", function(self) GameTooltip_Hide() end) end end end end function KBT:Update() self:UpdateActivateButton() self:UpdateSpecTab() self:UpdateTalentsTab() end ---------- INIT ---------- function KBT:InitActivateButton() -- make the activate button appear on every tab local btn = PlayerTalentFrameSpecializationLearnButton if btn ~= nil then btn:SetText("Activate Specialization") btn:SetSize(activateButtonWidth, activateButtonHeight) btn:SetParent(PlayerTalentFrame) btn:SetScript("OnClick", function(self, button) SetSpecialization(KBT.selectedSpec) end) btn:SetEnabled(KBT.selectedSpec ~= GetSpecialization()) end end function KBT:InitSpecIcons() -- add new spec spellbook style tabs to the top right of the talent frame for i = 1, GetNumSpecializations() do local spedID, specName, specDesc, specIcon = GetSpecializationInfo(i) -- create the button btn = CreateFrame("Button", specTabPrefix .. i, PlayerTalentFrame) btn:SetFrameStrata("LOW") btn:SetPoint("TOPLEFT", PlayerTalentFrame, "TOPRIGHT", tabXOffset, -((tabSep + tabDim) * i)) btn:SetSize(tabDim, tabDim) btn:CreateBackdrop("Default") -- ElvUI func -- add a tooltip containing the specs description btn:SetScript("OnEnter", function(self) GameTooltip:SetOwner(self, "ANCHOR_RIGHT") GameTooltip:SetText(specName, 1, 1, 1) -- This sets the top line of text, in gold. GameTooltip:AddLine(specDesc, nil, nil, nil, true) GameTooltip:Show() end) btn:SetScript("OnLeave", function(self) GameTooltip:Hide() end) -- set a click action btn:SetScript("OnClick", function(self, button) KBT.selectedSpec = i KBT:SendMessage("KLIX_KBT_SPEC_SELECTION_CHANGED", KBT.selectedSpec) KBT:Update() end) -- give it an icon if btn.icon == nil then btn.icon = btn:CreateTexture() btn.icon:SetSize(tabDim, tabDim) btn.icon:SetPoint("TOPLEFT") btn.icon:SetTexture(specIcon) btn.icon:SetTexCoord(0.1, 0.9, 0.1, 0.9) end btn.icon:SetShown(true) -- give the icon an overlay to indicate the currently selected spec if btn.overlay == nil then btn.overlay = btn:CreateTexture(nil, "OVERLAY") btn.overlay:SetSize(tabDim, tabDim) btn.overlay:SetPoint("TOPLEFT") btn.overlay:SetColorTexture(1.0, 1.0, 1.0, 0.51) end btn.overlay:SetShown(KBT.selectedSpec == i) end end function KBT:PLAYER_SPECIALIZATION_CHANGED() self:UpdateTalentCache() end function KBT:PLAYER_LOGOUT() self:UpdateTalentCache() end function KBT:PLAYER_ENTERING_WORLD() if not self.hasRunOneTime then TalentFrame_LoadUI() -- make sure the talent frame is loaded self:VerifyDB() -- make sure the db exists self:UpdateTalentCache() -- update the currently selected spec and talents KBT.selectedSpec = GetSpecialization() -- select the players current spec by default self:InitActivateButton() -- initialise the activate button self:InitSpecIcons() -- initialise the spec spellbook icons self:SecureHook("PlayerTalentFrame_Update", "Update") -- default to talents tab if required if E.db.KlixUI.talents.DefaultToTalentsTab then PlayerTalentFrameTab2:Click() end -- hide the pvp talents flyout if required if E.db.KlixUI.talents.AutoHidePvPTalents then PlayerTalentFrameTalentsPvpTalentButton:Click() end self.hasRunOneTime = true end end ---------- MAIN ---------- function KBT:Initialize() if not E.db.KlixUI.talents.enable then return end -- register events self:RegisterEvent("PLAYER_SPECIALIZATION_CHANGED") self:RegisterEvent("PLAYER_LOGOUT") self:RegisterEvent("PLAYER_ENTERING_WORLD") end KUI:RegisterModule(KBT:GetName())
local cmd = vim.cmd local g = vim.g local wo = vim.wo local bo = vim.bo local o = vim.o g.mapleader = ' ' wo.number = true o.hidden = true wo.wrap = false wo.cursorline = true o.mouse = 'a' o.splitbelow = true o.splitright = true o.timeoutlen = 1000 o.updatetime = 100 o.cmdheight = 2 -- Tab o.tabstop = 2 o.shiftwidth = 2 o.smarttab = true o.expandtab = true o.smartindent = true
--[[ SOURCE_ https://gist.github.com/bitingsock/ad58ee5da560ecb922fa4a867ac0ecfd COMMIT_ 20200802 自定义快捷键 快速切换音频输出设备 此脚本优于在 input.conf 中使用 cycle-values audio-device 参数的方案 示例在 input.conf 中写入两行: CTRL+a script-binding cycle_adevice/back ALT+a script-binding cycle_adevice/next ]]-- local opt = require 'mp.options' local user_opts = { api = "" -- <wasapi/openal/sdl> 限制音频接口 } opt.read_options(user_opts) local deviceList = {} local function cycle_adevice(s, e, d) while s ~= e + d do -- until the loop would cycle back to the number we started on if string.find(mp.get_property("audio-device"), deviceList[s].name, 1, true) then while true do if s + d == 0 then --the device list starts at 1; 0 means we iterated to far s = #deviceList + 1 --so lets restart at the last device elseif s + d == #deviceList + 1 then --we iterated past the last device s = 0 --then start from the beginning end s = s + d --next device if string.find(deviceList[s].name, user_opts.api, 1, true) then mp.set_property("audio-device",deviceList[s].name) deviceList[s].description = "■ "..deviceList[s].description local list = "音频输出设备:\n" for i=1,#deviceList do if string.find(deviceList[i].name, user_opts.api, 1, true) then if deviceList[i].name~=deviceList[s].name then list = list.."□ " end list=list..deviceList[i].description.."\n" end end if mp.get_property("vid")=="no" then print("audio="..deviceList[s].description) else mp.osd_message(list, 3) end return end end end s = s + d end end local function cycle_back() deviceList = mp.get_property_native("audio-device-list") cycle_adevice(#deviceList, 1, -1) --'s'tart at last device, 'e'nd at device 1, iterate backward 'd'elta=-1 end local function cycle_next() deviceList = mp.get_property_native("audio-device-list") cycle_adevice(1, #deviceList, 1) --'s'tart at device 1, 'e'nd at last device, iterate forward 'd'elta=1 end mp.add_key_binding(nil, "next", cycle_next) mp.add_key_binding(nil, "back", cycle_back)
local _2afile_2a = "fnl/conjure/fs.fnl" local _0_ do local name_0_ = "conjure.fs" local module_0_ do local x_0_ = package.loaded[name_0_] if ("table" == type(x_0_)) then module_0_ = x_0_ else module_0_ = {} end end module_0_["aniseed/module"] = name_0_ module_0_["aniseed/locals"] = ((module_0_)["aniseed/locals"] or {}) do end (module_0_)["aniseed/local-fns"] = ((module_0_)["aniseed/local-fns"] or {}) do end (package.loaded)[name_0_] = module_0_ _0_ = module_0_ end local autoload local function _1_(...) return (require("conjure.aniseed.autoload")).autoload(...) end autoload = _1_ local function _2_(...) local ok_3f_0_, val_0_ = nil, nil local function _2_() return {autoload("conjure.aniseed.core"), autoload("conjure.config"), autoload("conjure.aniseed.nvim"), autoload("conjure.aniseed.string")} end ok_3f_0_, val_0_ = pcall(_2_) if ok_3f_0_ then _0_["aniseed/local-fns"] = {autoload = {a = "conjure.aniseed.core", config = "conjure.config", nvim = "conjure.aniseed.nvim", str = "conjure.aniseed.string"}} return val_0_ else return print(val_0_) end end local _local_0_ = _2_(...) local a = _local_0_[1] local config = _local_0_[2] local nvim = _local_0_[3] local str = _local_0_[4] local _2amodule_2a = _0_ local _2amodule_name_2a = "conjure.fs" do local _ = ({nil, _0_, nil, {{}, nil, nil, nil}})[2] end local env do local v_0_ local function env0(k) local v = nvim.fn.getenv(k) if (a["string?"](v) and not a["empty?"](v)) then return v end end v_0_ = env0 local t_0_ = (_0_)["aniseed/locals"] t_0_["env"] = v_0_ env = v_0_ end local config_dir do local v_0_ do local v_0_0 local function config_dir0() return ((env("XDG_CONFIG_HOME") or (env("HOME") .. "/.config")) .. "/conjure") end v_0_0 = config_dir0 _0_["config-dir"] = v_0_0 v_0_ = v_0_0 end local t_0_ = (_0_)["aniseed/locals"] t_0_["config-dir"] = v_0_ config_dir = v_0_ end local findfile do local v_0_ do local v_0_0 local function findfile0(name, path) local res = nvim.fn.findfile(name, path) if not a["empty?"](res) then return res end end v_0_0 = findfile0 _0_["findfile"] = v_0_0 v_0_ = v_0_0 end local t_0_ = (_0_)["aniseed/locals"] t_0_["findfile"] = v_0_ findfile = v_0_ end local resolve_above do local v_0_ do local v_0_0 local function resolve_above0(name) return (findfile(name, ".;") or findfile(name, (nvim.fn.getcwd() .. ";")) or findfile(name, (config_dir() .. ";"))) end v_0_0 = resolve_above0 _0_["resolve-above"] = v_0_0 v_0_ = v_0_0 end local t_0_ = (_0_)["aniseed/locals"] t_0_["resolve-above"] = v_0_ resolve_above = v_0_ end local file_readable_3f do local v_0_ do local v_0_0 local function file_readable_3f0(path) return (1 == nvim.fn.filereadable(path)) end v_0_0 = file_readable_3f0 _0_["file-readable?"] = v_0_0 v_0_ = v_0_0 end local t_0_ = (_0_)["aniseed/locals"] t_0_["file-readable?"] = v_0_ file_readable_3f = v_0_ end local split_path do local v_0_ do local v_0_0 local function split_path0(path) local function _3_(_241) return not a["empty?"](_241) end return a.filter(_3_, str.split(path, "/")) end v_0_0 = split_path0 _0_["split-path"] = v_0_0 v_0_ = v_0_0 end local t_0_ = (_0_)["aniseed/locals"] t_0_["split-path"] = v_0_ split_path = v_0_ end local join_path do local v_0_ do local v_0_0 local function join_path0(parts) return str.join("/", a.concat(parts)) end v_0_0 = join_path0 _0_["join-path"] = v_0_0 v_0_ = v_0_0 end local t_0_ = (_0_)["aniseed/locals"] t_0_["join-path"] = v_0_ join_path = v_0_ end local resolve_relative_to do local v_0_ do local v_0_0 local function resolve_relative_to0(path, root) local function loop(parts) if a["empty?"](parts) then return path else if file_readable_3f(join_path(a.concat({root}, parts))) then return join_path(parts) else return loop(a.rest(parts)) end end end return loop(split_path(path)) end v_0_0 = resolve_relative_to0 _0_["resolve-relative-to"] = v_0_0 v_0_ = v_0_0 end local t_0_ = (_0_)["aniseed/locals"] t_0_["resolve-relative-to"] = v_0_ resolve_relative_to = v_0_ end local resolve_relative do local v_0_ do local v_0_0 local function resolve_relative0(path) local relative_file_root = config["get-in"]({"relative_file_root"}) if relative_file_root then return resolve_relative_to(path, relative_file_root) else return path end end v_0_0 = resolve_relative0 _0_["resolve-relative"] = v_0_0 v_0_ = v_0_0 end local t_0_ = (_0_)["aniseed/locals"] t_0_["resolve-relative"] = v_0_ resolve_relative = v_0_ end local apply_path_subs do local v_0_ do local v_0_0 local function apply_path_subs0(path, path_subs) local function _4_(path0, _3_) local _arg_0_ = _3_ local pat = _arg_0_[1] local rep = _arg_0_[2] return path0:gsub(pat, rep) end return a.reduce(_4_, path, a["kv-pairs"](path_subs)) end v_0_0 = apply_path_subs0 _0_["apply-path-subs"] = v_0_0 v_0_ = v_0_0 end local t_0_ = (_0_)["aniseed/locals"] t_0_["apply-path-subs"] = v_0_ apply_path_subs = v_0_ end local localise_path do local v_0_ do local v_0_0 local function localise_path0(path) return resolve_relative(apply_path_subs(path, config["get-in"]({"path_subs"}))) end v_0_0 = localise_path0 _0_["localise-path"] = v_0_0 v_0_ = v_0_0 end local t_0_ = (_0_)["aniseed/locals"] t_0_["localise-path"] = v_0_ localise_path = v_0_ end return nil
function DrawVolumeScreen() love.graphics.clear(unpack(colors.black)) GameFont:setLineHeight(1) love.graphics.setColor(0, 0, 0, 100) love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()) local blackImage = love.graphics.newImage(settings.black_screen_path) local blackImageScale = 2 * dimensions.window_width / 1920 * 2 local backW = (dimensions.window_width * 1 / 5) local backX = (dimensions.window_width / 2 - backW / 2) local backY = blackImage:getHeight() * blackImageScale + 10 local backH = 60 local musicVolumeW = (dimensions.window_width * 1 / 3.75 + (love.graphics.newText(GameFont, "Music Volume (" .. settings.music_volume .. ")"):getWidth() / 4)) local musicVolumeX = (dimensions.window_width / 2 - musicVolumeW / 2) local musicVolumeY = blackImage:getHeight() * blackImageScale - 480 local musicVolumeH = 60 local sfxVolumeW = (dimensions.window_width * 1 / 3.75 + (love.graphics.newText(GameFont, "SFX Volume (" .. settings.sfx_volume .. ")"):getWidth() / 4)) local sfxVolumeX = (dimensions.window_width / 2 - sfxVolumeW / 2) local sfxVolumeY = blackImage:getHeight() * blackImageScale - 370 local sfxVolumeH = 60 local speechVolumeW = (dimensions.window_width * 1 / 3.75 + (love.graphics.newText(GameFont, "Speech Volume (" .. settings.speech_volume .. ")"):getWidth() / 4)) local speechVolumeX = (dimensions.window_width / 2 - speechVolumeW / 2) local speechVolumeY = blackImage:getHeight() * blackImageScale - 260 local speechVolumeH = 60 local dx = 8 local dy = 8 love.graphics.setColor(0.44, 0.56, 0.89) if TitleSelection == "SFX Volume" then love.graphics.rectangle("fill", sfxVolumeX - dx, sfxVolumeY - dy, sfxVolumeW + 2 * dx, sfxVolumeH + 2 * dy) elseif TitleSelection == "Speech Volume" then love.graphics.rectangle( "fill", speechVolumeX - dx, speechVolumeY - dy, speechVolumeW + 2 * dx, speechVolumeH + 2 * dy ) elseif TitleSelection == "Music Volume" then love.graphics.rectangle( "fill", musicVolumeX - dx, musicVolumeY - dy, musicVolumeW + 2 * dx, musicVolumeH + 2 * dy ) else love.graphics.rectangle("fill", backX - dx, backY - dy, backW + 2 * dx, backH + 2 * dy) end love.graphics.setColor(222, 0, 0) love.graphics.rectangle("fill", backX, backY, backW, backH) love.graphics.setColor(0.3, 0.3, 0.3) love.graphics.rectangle("fill", musicVolumeX, musicVolumeY, musicVolumeW, musicVolumeH) love.graphics.setColor(0.25, 0.41, 0.88) love.graphics.rectangle( "fill", musicVolumeX, musicVolumeY, (musicVolumeW / 100) * settings.music_volume, musicVolumeH ) love.graphics.setColor(0.3, 0.3, 0.3) love.graphics.rectangle("fill", sfxVolumeX, sfxVolumeY, sfxVolumeW, sfxVolumeH) love.graphics.setColor(0.25, 0.41, 0.88) love.graphics.rectangle("fill", sfxVolumeX, sfxVolumeY, (sfxVolumeW / 100) * settings.sfx_volume, sfxVolumeH) love.graphics.setColor(0.3, 0.3, 0.3) love.graphics.rectangle("fill", speechVolumeX, speechVolumeY, speechVolumeW, speechVolumeH) love.graphics.setColor(0.25, 0.41, 0.88) love.graphics.rectangle( "fill", speechVolumeX, speechVolumeY, (speechVolumeW / 100) * settings.speech_volume, speechVolumeH ) love.graphics.setColor(1, 1, 1) local textScale = 3 local backText = love.graphics.newText(GameFont, "Back") love.graphics.draw( backText, backX + backW / 2 - (backText:getWidth() * textScale) / 2, backY + backH / 2 - (backText:getHeight() * textScale) / 2, 0, textScale, textScale ) local musicVolumeText = love.graphics.newText(GameFont, "Music Volume (" .. settings.music_volume .. ")") love.graphics.draw( musicVolumeText, musicVolumeX + musicVolumeW / 2 - (musicVolumeText:getWidth() * textScale) / 2, musicVolumeY + musicVolumeH / 2 - (musicVolumeText:getHeight() * textScale) / 2, 0, textScale, textScale ) local sfxVolumeText = love.graphics.newText(GameFont, "SFX Volume (" .. settings.sfx_volume .. ")") love.graphics.draw( sfxVolumeText, sfxVolumeX + sfxVolumeW / 2 - (sfxVolumeText:getWidth() * textScale) / 2, sfxVolumeY + sfxVolumeH / 2 - (sfxVolumeText:getHeight() * textScale) / 2, 0, textScale, textScale ) local speechVolumeText = love.graphics.newText(GameFont, "Speech Volume (" .. settings.speech_volume .. ")") love.graphics.draw( speechVolumeText, speechVolumeX + speechVolumeW / 2 - (speechVolumeText:getWidth() * textScale) / 2, speechVolumeY + speechVolumeH / 2 - (speechVolumeText:getHeight() * textScale) / 2, 0, textScale, textScale ) return self end volumeSelections = {} volumeSelections[0] = "Back" volumeSelections[1] = "Speech Volume" volumeSelections[2] = "SFX Volume" volumeSelections[3] = "Music Volume" TitleSelection = "Back" SelectionIndex = 0 blip2 = love.audio.newSource("sounds/selectblip2.wav", "static") jingle = love.audio.newSource("sounds/selectjingle.wav", "static") blip2:setVolume(settings.sfx_volume / 100 / 2) jingle:setVolume(settings.sfx_volume / 100 / 2) VolumeConfig = { displayed = false, onKeyPressed = function(key) if key == controls.start_button then love.graphics.clear(0, 0, 0) if TitleSelection == "Back" then blip2:stop() blip2:play() screens.options.displayed = true DrawOptionsScreen() screens.volume.displayed = false SelectionIndex = 1 TitleSelection = "Volume" end elseif key == controls.pause_nav_up then blip2:stop() blip2:play() SelectionIndex = SelectionIndex + 1 if (SelectionIndex > 3) then SelectionIndex = 0 end TitleSelection = volumeSelections[SelectionIndex] elseif key == controls.pause_nav_down then blip2:stop() blip2:play() SelectionIndex = SelectionIndex - 1 if (SelectionIndex < 0) then SelectionIndex = 3 end TitleSelection = volumeSelections[SelectionIndex] elseif key == controls.press_right then if TitleSelection == "Music Volume" then if settings.music_volume < 100 then settings.music_volume = settings.music_volume + 5 MusicVolume = settings.music_volume for i, v in pairs(Music) do v:setVolume(settings.music_volume / 100) end blip2:stop() blip2:play() end elseif TitleSelection == "SFX Volume" then if settings.sfx_volume < 100 then settings.sfx_volume = settings.sfx_volume + 5 SFXVolume = settings.sfx_volume for i, v in pairs(Sounds) do if i ~= "maletalk" and i ~= "femaletalk" then v:setVolume(settings.sfx_volume / 100) end end blip2:stop() blip2:play() end elseif TitleSelection == "Speech Volume" then if settings.speech_volume < 100 then settings.speech_volume = settings.speech_volume + 5 SFXVolume = settings.speech_volume blip2:stop() blip2:play() end end elseif key == controls.press_left then if TitleSelection == "Music Volume" then if settings.music_volume > 0 then settings.music_volume = settings.music_volume - 5 MusicVolume = settings.music_volume for i, v in pairs(Music) do v:setVolume(settings.music_volume / 100) end blip2:stop() blip2:play() end elseif TitleSelection == "SFX Volume" then if settings.sfx_volume > 0 then settings.sfx_volume = settings.sfx_volume - 5 SFXVolume = settings.sfx_volume for i, v in pairs(Sounds) do if i ~= "maletalk" and i ~= "femaletalk" then v:setVolume(settings.sfx_volume / 100) end end blip2:stop() blip2:play() end elseif TitleSelection == "Speech Volume" then if settings.speech_volume > 0 then settings.speech_volume = settings.speech_volume - 5 SFXVolume = settings.speech_volume blip2:stop() blip2:play() end end end end, onKeyReleased = function(key) end, onDisplay = function() screens.pause.displayed = false screens.courtRecords.displayed = false screens.options.displayed = false screens.title.displayed = false screens.volume.displayed = true TitleSelection = "Back" SelectionIndex = 0 end, draw = function() if screens.volume.displayed == true then DrawVolumeScreen() blip2:setVolume(settings.sfx_volume / 100 / 2) jingle:setVolume(settings.sfx_volume / 100 / 2) end end }
local util = require("spec.util") describe("assignment with any", function() it("is ok from any type", util.check [[ local a: any local i = 0 a = i local s = "string" a = s local m = { ["foo"] = 2, ["bar"] = 3 } a = m local arr = {1,2,3} a = arr local E = {} a = E local f = function():string return "wee" end a = f local a2: any a = a2 a2 = a ]]) end)
-- Code created by Kwik - Copyright: kwiksher.com {{year}} -- Version: {{vers}} -- Project: {{ProjName}} -- local _M = {} -- function _M:gotoURL(pLink) system.openURL(pLink) end -- return _M
PLUGIN.name = "PDA chatting system" PLUGIN.author = "verne" PLUGIN.description = "PDA chatting system, supporting avatars and nicknames" ix.config.Add("pdaWiringEnabled", false, "If true, PDA Wiring will be enabled.", nil, { category = "PDA Wiring" }) ix.config.Add("pdaWiringCooldown", 120, "The cooldown between wiring another transaction again.", nil, { data = {min = 0, max = 600}, category = "PDA Wiring" }) ix.config.Add("pdaWiringSendTime", 20, "The time it takes for the transaction to go through.", nil, { data = {min = 0, max = 600}, category = "PDA Wiring" }) ix.config.Add("pdaWiringReputationNeeded", true, "If true, PDA wiring will require a reputation threshold to be used.", nil, { category = "PDA Wiring" }) ix.config.Add("pdaWiringReputationNeededMinimum", 50, "The minimum amount of reputation needed to access PDA Wiring. Check reputation plugin for threshold values. DEFAULT = ROOKIE (50 REPUTATION)", nil, { data = {min = 0, max = 20943}, category = "PDA Wiring" }) ix.config.Add("pdaWiringReputationNeededRank", "Rookie", "The rank name set in the notification for reputation needed for PDA Wiring. Check reputation plugin for ranks.", nil, { category = "PDA Wiring" }) ix.config.Add("pdaWiringMaximumTransactionLimit", 10000, "The maximum amount of money a person can wire within one transaction.", nil, { data = {min = 1, max = 999999}, category = "PDA Wiring" }) --removal of helix chats we dont use hook.Add("InitializedChatClasses", "ixChatRemoval2", function() ix.chat.classes["ooc"] = nil ix.chat.classes["pm"] = nil ix.chat.Register("ooc", { CanSay = function(self, speaker, text) /*local pda = speaker:GetCharacter():GetData("pdaequipped", false) if pda then return true else return false end*/ return true end, OnChatAdd = function(self, speaker, text, bAnonymous, data) chat.AddText(Color(0,191,255), "[GPDA-"..speaker:GetCharacter():GetData("pdanickname", speaker:GetCharacter():GetName()).."] ", Material(speaker:GetCharacter():GetPdaavatar()), color_white, ": "..text) end, prefix = {"//", "/OOC", "/gpda"}, description = "Send a message over the Global PDA network", CanHear = function(self, speaker, listener) /*local pda = speaker:GetCharacter():GetData("pdaequipped", false) if pda then listener:EmitSound( "stalkersound/da-2_beep1.ogg", 90, 100, 1, CHAN_AUTO ) return true else return false end*/ listener:EmitSound( "stalkersound/da-2_beep1.ogg", 90, 100, 1, CHAN_AUTO ) return true end, }) ix.chat.Register("pm", { format = "[PMPDA] %s %s -> %s %s: %s", color = Color(0, 191, 255, 255), deadCanChat = true, OnChatAdd = function(self, speaker, text, bAnonymous, data) chat.AddText(self.color, "[PPDA-"..speaker:GetCharacter():GetData("pdanickname", speaker:GetCharacter():GetName()).."] ", " ", Material(speaker:GetCharacter():GetPdaavatar()), color_white, " TO ", self.color, "[PPDA-"..data.target:GetCharacter():GetData("pdanickname", data.target:GetCharacter():GetName()).." ] ", " ", Material(data.target:GetCharacter():GetPdaavatar()), color_white, "\nMESSAGE : ", text) surface.PlaySound("stalkersound/pda/pda.wav") end }) end) -- Overwrites defualt PM Command function PLUGIN:InitializedPlugins() ix.command.list["pm"] = nil ix.command.Add("ppda", { description = "@cmdPM", arguments = { ix.type.player, ix.type.text }, alias = {"PM", "pmpda"}, OnRun = function(self, client, target, message) if ((client.ixNextPM or 0) < CurTime()) then ix.chat.Send(client, "pm", message, false, {client, target}, {target = target}) client.ixNextPM = CurTime() + 0.5 target.ixLastPM = client end end }) end ix.char.RegisterVar("pdaavatar", { field = "pdaavatar", fieldType = ix.type.string, default = "vgui/icons/face_31.png", bNoDisplay = true, }) -- NPC talker PDA local icon = Material("vgui/icons/news.png") ix.chat.Register("npcpdainternal", { CanSay = function(self, speaker, text) return true end, OnChatAdd = function(self, speaker, text, bAnonymous, data) chat.AddText(Color(180,61,61), "[GPDA-"..data.name.."] ", Color(0,241,255), icon, ": "..data.message) end, prefix = {}, CanHear = function(self, speaker, listener) listener:EmitSound( "stalkersound/pda/pda_news.wav", 55, 100, 0.2, CHAN_AUTO ) return true end, }) ix.command.Add("npcpda", { adminOnly = true, description = "Write a PDA message from an arbitrary name", arguments = { ix.type.string, ix.type.text }, OnRun = function(self, client, npcname, message) ix.chat.Send(client, "npcpdainternal", message, nil, nil, { name = npcname, message = message }) end }) do hook.Add("InitializedConfig", "ixWireCommand", function() local WIRE_NAME = string.gsub(ix.util.ExpandCamelCase(ix.currency.plural), "%s", "") ix.command.Add("Wire" .. WIRE_NAME, { -- Yeah there is a lot of if statements and config referencing. Do not commit money laundering with this or the UKM will come for you. alias = {"WireMoney"}, description = "Wires the specified amount of money from your account to the target.", arguments = {ix.type.string, ix.type.number}, OnRun = function(self, client, target, amount) if not ix.config.Get("pdaWiringEnabled", true) then return client:Notify("[STALKERNET WIRING] Error! - System admin has disabled the ability to wire transactions.") end if ix.config.Get("pdaWiringReputationNeeded", true) and client:getReputation() < ix.config.Get("pdaWiringReputationNeededMinimum", 50) then return client:Notify("[STALKERNET WIRING] Error! - You need to be " .. ix.config.Get("pdaWiringReputationNeededRank", "Rookie") .. "+ to unlock this feature.") end client.timeNextWire = client.timeNextWire or CurTime() if client.timeNextWire > CurTime() then return client:Notify("[STALKERNET WIRING] Error! - You need to wait " .. math.Round(client.timeNextWire - CurTime(), 1) .. " Second(s) until you can wire again.") end amount = math.Round(amount) if (amount > ix.config.Get("pdaWiringMaximumTransactionLimit")) then return client:Notify("[STALKERNET WIRING] Error! - You can not send more than " .. ix.currency.symbol .. ix.config.Get("pdaWiringMaximumTransactionLimit") .. " in one transaction.") end if (amount < 1) then return client:Notify("[STALKERNET WIRING] Error! - The amount must be greater than 0.") end if not ix.util.FindPlayer(target) then return client:Notify("[STALKERNET WIRING] Error! - No target account detected") end target = ix.util.FindPlayer(target) if target == client then return client:Notify("[STALKERNET WIRING] Error! - You cannot wire money to yourself.") end if not client:GetCharacter():HasMoney(amount) then return client:Notify("[STALKERNET WIRING] Error! - Lack of funds in account to send.") end if (timer.Exists("ixPDAWiringSend" .. client:SteamID())) then return client:Notify("[STALKERNET WIRING] Error! - Transaction already outgoing.") end client:Notify("[STALKERNET WIRING] Beginning to wire " .. ix.currency.symbol .. amount .. " to " .. target:Nick() .. " - ETA: " .. ix.config.Get("pdaWiringSendTime", 20) .. " Seconds.") timer.Create("ixPDAWiringSend" .. client:SteamID(), ix.config.Get("pdaWiringSendTime", 20), 1, function() target = target if not target:GetCharacter() then return end if not IsValid(target) then return client:Notify("[STALKERNET WIRING] Error! - No target account detected") end if not IsValid(client) then return end if not client:GetCharacter():HasMoney(amount) then return client:Notify("[STALKERNET WIRING] Error! - Lack of funds in account to send.") end client.timeNextWire = CurTime() + ix.config.Get("pdaWiringCooldown", 120) client:GetCharacter():TakeMoney(amount) target:GetCharacter():GiveMoney(amount) client:Notify("[STALKERNET WIRING] Wiring Successful! - " .. ix.currency.symbol .. amount .. " to " .. target:Nick()) target:Notify("[STALKERNET WIRING] You have received " .. ix.currency.symbol .. amount .. " from " .. client:Nick()) end) end }) end) end
include('shared.lua') local Emitter = ParticleEmitter(Vector(0,0,0)) function ENT:Initialize() self.Timer = CurTime() + 3 self.DustTimer = 0 self.Distance = 2500 self.SpawnTable = {} local trace = {} trace.start = self.Entity:GetPos() trace.endpos = trace.start + Vector(2500,2500,0) local tr = util.TraceLine( trace ) self.Left = trace.start + Vector(2500,2500,0) if tr.Hit then -- self.Left = tr.HitPos end trace = {} trace.start = self.Entity:GetPos() trace.endpos = trace.start + Vector(-2500,-2500,0) tr = util.TraceLine( trace ) self.Right = trace.start + Vector(-2500,-2500,0) if tr.Hit then -- self.Right = tr.HitPos end end function ENT:Think() if self.Timer then if self.Timer > CurTime() then return end end local mypos = self:GetPos() local dist = LocalPlayer():GetPos():Distance(mypos) if(dist < 3000) then if self.DustTimer < CurTime() then self.DustTimer = CurTime() + 0.1 local vec = Vector( math.random( self.Right.x, self.Left.x ), math.random( self.Right.y, self.Left.y ), self.Entity:GetPos().z ) local trace = {} trace.start = Vector( math.random( self.Right.x, self.Left.x ), math.random( self.Right.y, self.Left.y ), self.Entity:GetPos().z ) trace.endpos = Vector( math.random( self.Right.x, self.Left.x ), math.random( self.Right.y, self.Left.y ), self.Entity:GetPos().z - 9000 ) trace.filter = self.Entity local tr = util.TraceLine( trace ) local roll = math.random( -360, 360 ) local particle = Emitter:Add( "particle/particle_smokegrenade", tr.HitPos ) particle:SetDieTime( 10 ) particle:SetStartAlpha( 0 ) particle:SetEndAlpha( 150 ) particle:SetStartSize( math.random( 400, 800 ) ) particle:SetEndSize( 600 ) particle:SetRoll( roll ) particle:SetColor( 100, 100, 100 ) table.insert( self.SpawnTable, { CurTime() + 10, tr.HitPos, roll } ) end for k,v in pairs( self.SpawnTable ) do if v[1] <= CurTime() then local particle = Emitter:Add( "particle/particle_smokegrenade", v[2] ) particle:SetVelocity( Vector( 0, 0, math.random( -10, 10 ) ) ) particle:SetDieTime( 10 ) particle:SetStartAlpha( 150 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( 600 ) particle:SetEndSize( math.random( 400, 800 ) ) particle:SetRoll( v[3] ) particle:SetColor( 100, 100, 100 ) table.remove( self.SpawnTable, k ) break end end end end function ENT:OnRemove() if IsValid( Emitter ) then --Emitter:Finish() end end function ENT:Draw() end
--[[ Gadget: MultiParam A small gadget that collects a vent data table and a table of multi-params and melds them into the vent data table. The new function then becomes one that randomly picks from the multi-param table for that key and executes it. Usage: --------------------- local CBE = require("CBE.Library") local multiparam = require("multiparam") local myVentParams = { -- Vent parameters, not VentGroup parameters preset = "flame", build = function() return display.newImage("smoke.png") end -- Mundane old single-build function } local editParams = { build = { function() -- The first build function you want to add return display.newImageRect("smoke.png", 24, 24) end, function() -- The second build function you want to add return display.newImageRect("ember.png", 10, 10) end, function() -- The third build function you want to add return display.newImageRect("flame.png", 30, 30) end } } local myVent = CBE.newVent(multiparam.edit(myVentParams, editParams)) -- Edit the params using the editParams myVent.start() --------------------- --]] local multiparam = {} local mrand = math.random local pairs = pairs local type = type local either = function(t) if t and #t>1 then return t[mrand(#t)] elseif t and #t == 1 then return t[1] elseif not t then error("Missing table for 'either'", 3) end end function multiparam.edit(params, params2) assert(params and params2, "Missing 1 or more arguments to 'edit'") for k, v in pairs(params2) do if type(v) == "table" and type(v[1]) == "function" then params[k] = function(...) return either(v)(...) end end end return params end return multiparam
local function toGridCode(tVector) return math.floor(tVector.x/16), math.floor(tVector.y/16), math.floor(tVector.z/16), tVector.x % 16, tVector.y % 16, tVector.z % 16 end local function setGrid(tMap, x, y, z, grid) if not tMap.map[x] then tMap.map[x] = {} end if not tMap.map[x][y] then tMap.map[x][y] = {} end tMap.map[x][y][z] = grid return tMap.map[x][y][z] end local function getGrid(tMap, x, y, z) if not tMap.map[x] or not tMap.map[x][y] or not tMap.map[x][y][z] then return tMap:load(x, y, z) else return tMap.map[x][y][z] end end local mapMethods = { getGrid = function(self, tVector, y, z) local gX, gY, gZ if y and z then gX, gY, gZ = tVector, y, z else gX, gY, gZ = toGridCode(tVector) end return getGrid(self, gX, gY, gZ) end, load = function(self, tVector, y, z) local gX, gY, gZ if y and z then gX, gY, gZ = tVector, y, z else gX, gY, gZ = toGridCode(tVector) end local gridPath = fs.combine(self.mapDir, gX..","..gY..","..gZ) if fs.exists(gridPath) then local handle = fs.open(gridPath, "r") if handle then local grid = handle.readAll() handle.close() grid = textutils.unserialise(grid) if type(grid) == "table" then return setGrid(self, gX, gY, gZ, grid) end end end return setGrid(self, gX, gY, gZ, {}) end, loadAll = function(self) if fs.exists(self.mapDir) and fs.isDir(self.mapDir) then for _, gridFile in ipairs(fs.list(self.mapDir)) do local _, _, gX, gY, gZ = string.find(gridFile, "(.+)%,(.+)%,(.+)") if gX and gY and gX then self:load(tonumber(gX), tonumber(gY), tonumber(gZ)) end end end end, save = function(self, tVector, y, z) local gX, gY, gZ if y and z then gX, gY, gZ = tVector, y, z else gX, gY, gZ = toGridCode(tVector) end if self.map[gX] and self.map[gX][gY] and self.map[gX][gY][gZ] then local grid = self.map[gX][gY][gZ] if next(grid) then local handle = fs.open(fs.combine(self.mapDir, gX..","..gY..","..gZ), "w") if handle then handle.write(textutils.serialise(grid)) handle.close() end else fs.delete(fs.combine(self.mapDir, gX..","..gY..","..gZ)) end end end, saveAll = function(self) for gX, YZmap in pairs(self.map) do for gY, Zmap in pairs(YZmap) do for gZ, grid in pairs(Zmap) do self:save(gX, gY, gZ) end end end end, get = function(self, tVector) local gX, gY, gZ, pX, pY, pZ = toGridCode(tVector) local grid = getGrid(self, gX, gY, gZ) if grid[pX] and grid[pX][pY] then return grid[pX][pY][pZ] end end, set = function(self, tVector, value) local gX, gY, gZ, pX, pY, pZ = toGridCode(tVector) local grid = getGrid(self, gX, gY, gZ) if not grid[pX] then grid[pX] = {} end if not grid[pX][pY] then grid[pX][pY] = {} end grid[pX][pY][pZ] = value return grid[pX][pY][pZ] end, getOrSet = function(self, tVector, value) local gX, gY, gZ, pX, pY, pZ = toGridCode(tVector) local grid = getGrid(self, gX, gY, gZ) if grid[pX] and grid[pX][pY] and grid[pX][pY][pZ] then return grid[pX][pY][pZ], false else if not grid[pX] then grid[pX] = {} end if not grid[pX][pY] then grid[pX][pY] = {} end grid[pX][pY][pZ] = value return grid[pX][pY][pZ], true end end, } local mapMetatable = {__index = mapMethods} function new(mapDir) local tMap = {} if type(mapDir) == "string" then if not fs.exists(mapDir) then fs.makeDir(mapDir) elseif not fs.isDir(mapDir) then error("new: not a valid directory") end tMap.mapDir = mapDir else error("new: directory must be string") end tMap.map = {} setmetatable(tMap, mapMetatable) return tMap end
Scrap_AutoSell = nil Scrap_AutoRepair = nil Scrap_Safe = nil Scrap_Learn = nil Scrap_Glow = nil Scrap_Icons = nil Scrap_Tut = nil Scrap_Version = nil
--- Font. -- Is a pointer to a [JUCE Font](http://www.juce.com/api/classFont.html). -- Can be used by @{juce.Graphics} for text operations. -- @classmod juce.Font ffi.cdef [[ pFont Font_new(const char *typefaceName, float fontHeight, int styleFlags, bool hinted); void Font_delete(pFont f); ]] --- Constuctor. -- Caveat : on OSX and Linux, hinting only works for protoplug's -- built-in hinted fonts (`DejaVu Sans Mono` and `Source Code Pro`). On -- Windows it's available for every font. Cross-platform hinting is on the be -- todo list. -- @tparam string typefaceName -- @tparam number fontHeight -- @param[opt=0] styleFlags any combination of @{styles} -- @tparam[opt=false] bool hinted -- @within Constructors -- @constructor -- @function Font local Font = setmetatable({}, { __call = function (self, typefaceName, fontHeight, styleFlags, hinted) styleFlags = styleFlags or 0 hinted = hinted or false; return ffi.gc( protolib.Font_new(typefaceName, fontHeight, styleFlags, hinted), protolib.Font_delete ) end }) --- Font styles. -- @table juce.Font.styles Font.styles = { plain = 0, -- `0` bold = 1, -- `1` italic = 2, -- `2` underlined = 4 -- `4` } return Font
--[[ Copyright 2019 Teverse @File add.lua @Author(s) Jay, Ly, joritochip @Updated 5/8/19 --]] -- TODO: Create a UI that allows the user to select what primitive to insert -- UI should also allow user to specify default values for the created primitives TOOL_NAME = "Add" TOOL_ICON = "fa:s-plus-square" TOOL_DESCRIPTION = "Use this to insert shapes." local toolsController = require("tevgit:create/controllers/tool.lua") local selectionController = require("tevgit:create/controllers/select.lua") local uiController = require("tevgit:create/controllers/ui.lua") local propertyController = require("tevgit:create/controllers/propertyEditor.lua") local toolSettings = require("tevgit:create/controllers/toolSettings.lua") local helpers = require("tevgit:create/helpers.lua") local meshShortcuts = { cube = "primitive:cube", sphere = "primitive:sphere", cylinder = "primitive:cylinder", torus = "primitive:torus", cone = "primitive:cone", wedge = "primitive:wedge", corner = "primitive:corner", worker = "tevurl:3d/worker.glb", duck = "tevurl:3d/Duck.glb", avocado = "tevurl:3d/Avocado.glb", } local toolIsActive -- storing tool specific content in tool.data isn't really needed anymore due to modules... local placeholderBlock = engine.construct( "block", nil, { name = "createModeAddToolPlaceholderObject", size = vector3(1, 1, 1), static = true, opacity = 0.5, physics = false, workshopLocked=true, static=true, castsShadows = false, position = vector3(0, -100, 0) } ) local insertProps = { opacity = 1, castsShadows = true, name = "newBlock", static=true } local configWindow = uiController.createWindow(uiController.workshop.interface, guiCoord(0, 66, 0, 203), guiCoord(0, 140, 0, 48), "Inserter") local editBtn = uiController.create("guiTextBox", configWindow.content, { size = guiCoord(1,-10,1,-10), position = guiCoord(0,5,0,5), align = enums.align.middle, text = "Edit Insertable" }, "main") local meshWindow = uiController.createWindow(uiController.workshop.interface, guiCoord(0, 66, 0, 266), guiCoord(0, 175, 0, 22), "Presets") local curY = 0 local curX = 0 local btnNum = 0 for meshName, actualMeshName in pairs(meshShortcuts) do local btn = uiController.create("guiTextBox", meshWindow.content, { size = guiCoord(.5, -10, 0, 18), position = guiCoord(curX, 5, 0, curY + 8), borderRadius = 3, text = meshName, fontSize = 16, align = enums.align.middle }, "primary") btn:mouseLeftReleased(function() placeholderBlock.mesh = actualMeshName end) btnNum = btnNum + 1 if curX == 0.5 then curY = curY + 24 curX = 0 else curX = 0.5 end end local meshWindowY = (22 + (math.ceil(btnNum / 2) * 26)) print(btnNum) print((math.ceil(btnNum / 2) * 26)) print(meshWindowY) meshWindow.size = guiCoord(0, 175, 0, meshWindowY) local editing = false local db = false editBtn:mouseLeftReleased(function () if editing then editing = false return end if db then return end db = true editing = true editBtn.text = "Back" -- hide these from the property editor... propertyController.excludePropertyList = { ["position"]=true, ["workshopLocked"]=true, ["name"]=true } local wasPropertyEditing = propertyController.instanceEditing propertyController.generateProperties(placeholderBlock) propertyController.window.visible = true local startSize = propertyController.window.size local startPos = propertyController.window.position engine.tween:begin(propertyController.window, 0.25, {position = guiCoord(2/3, 0, 0, 100), size = guiCoord(1/3, -10, 1, -110)}, "inOutQuad") local camPos = workspace.camera.position local camRot = workspace.camera.rotation placeholderBlock.position = vector3(0,-1000,0) for p,v in pairs(insertProps) do placeholderBlock[p] = v end workspace.camera.position = vector3(-3,-1000,-20) workspace.camera:lookAt(vector3(-3,-999,0)) repeat wait() until propertyController.instanceEditing ~= placeholderBlock or not editing or not toolIsActive for p,v in pairs(insertProps) do insertProps[p] = placeholderBlock[p] end placeholderBlock.opacity = 0.5 placeholderBlock.name = "createModeAddToolPlaceholderObject" placeholderBlock.castsShadows = false placeholderBlock.physics = false placeholderBlock.static = true placeholderBlock.workshopLocked = true workspace.camera.position = camPos workspace.camera.rotation = camRot engine.tween:begin(propertyController.window, 0.25, {position = startPos, size = startSize}, "inOutQuad") wait(0.3) propertyController.excludePropertyList = {} if wasPropertyEditing then propertyController.generateProperties(wasPropertyEditing) end editing = false db=false editBtn.text = "Edit Insertable" end) configWindow.visible = false meshWindow.visible = false local function onToolActivated(toolId) configWindow.visible = true meshWindow.visible = true --[[ @Description Initializes the process (making placeholders & events) for placing blocks @Params Integer, toolId The unique {toolId} given after registering the tool ]] selectionController.selectable = false toolIsActive = true local tool = toolsController.tools[toolId] local mouseDown = 0 --[[tool.data.placeholderBlock = engine.construct( "block", nil, { name = "createModeAddToolPlaceholderObject", size = vector3(1, 1, 1), static = true, opacity = 0.5, physics = false, castsShadows = false } )]] local lastInsertPosition = vector3(0.1,12,04) local function placeBlock() if lastInsertPosition ~= placeholderBlock.position then lastInsertPosition = placeholderBlock.position local newBlock = placeholderBlock:clone() newBlock.workshopLocked = false newBlock.physics = true newBlock.parent = engine.workspace for p,v in pairs(insertProps) do newBlock[p] = v end propertyController.generateProperties(newBlock) selectionController.setSelection({newBlock}) end end tool.data.mouseDownEvent = engine.input:mouseLeftPressed(function(input) if input.systemHandled then return end placeBlock() local curTime = os.clock() mouseDown = curTime wait(1) if (mouseDown == curTime) then while (wait(.05)) and (mouseDown == curTime and toolsController.currentToolId == toolId) do placeBlock() end end end) tool.data.mouseUpEvent = engine.input:mouseLeftReleased(function(input) if input.systemHandled then return end mouseDown = 0 end) tool.data.keyPressedEvent = engine.input:keyPressed(function(input) if input.systemHandled then return end if input.key == enums.key.r then placeholderBlock.rotation = placeholderBlock.rotation * quaternion:setEuler(0,math.rad(45),0) end end) while (toolIsActive and wait() and placeholderBlock) do if not editing then local mouseHit = engine.physics:rayTestScreenAllHits(engine.input.mousePosition, placeholderBlock) if #mouseHit > 0 then placeholderBlock.position = helpers.roundVectorWithToolSettings(mouseHit[1].hitPosition + vector3(0, 0.5, 0)) end end end placeholderBlock.position = vector3(0,-10000,0) --lol end local function onToolDeactivated(toolId) configWindow.visible = false meshWindow.visible = false --[[ @Description Clears up any loose ends during deactivation @Params Integer, toolId The unique {toolId} given after registering the tool ]] toolIsActive = false selectionController.selectable = true local tool = toolsController.tools[toolId] tool.data.mouseDownEvent:disconnect() tool.data.mouseDownEvent = nil tool.data.mouseUpEvent:disconnect() tool.data.mouseUpEvent = nil tool.data.keyPressedEvent:disconnect() tool.data.keyPressedEvent = nil --tool.data.placeholderBlock:destroy() --tool.data.placeholderBlock = nil placeholderBlock.position = vector3(0,-10000,0) --lol placeholderBlock.static = true placeholderBlock.physics = false end return toolsController:register({ name = TOOL_NAME, icon = TOOL_ICON, description = TOOL_DESCRIPTION, hotKey = enums.key.number1, activated = onToolActivated, deactivated = onToolDeactivated })
-- File with hosts return { ["localhost"] = { plugins_to_run={ "CpuUsage", "DiskUsageMountedOnRootDisk", "SystemUptime", "ProcessesCount", "SwapUsage", -- for debugging -- "ValueWithTimestampInSeconds", -- "ValueWithTimestampInMilliseconds", -- "NoSeriesMeasurement", -- "NoSeriesMeasurementNALC", -- "NoSeriesMeasurementNoCustomAlarmText", -- "TestPluginsTimeout", -- "AlarmUpdateSeverityAndText", -- "AlarmUpdateSeverityAndTextAndIgnoreText", -- "AlarmUpdateTextOnly", -- "AlarmUpdateSeverityOnly", } }, -- example of monitoring of a remote host -- ["www.google.com"] = { -- plugins_to_run={ -- "ContentAvailability", -- }, -- is_child_device=true, -- }, }
--[[ Copyright (c) Jason White. MIT license. Description: High-level rule resolution. Client scripts add targets that may depend on each other. Since these targets can be defined in any order, they are added to a list and dependencies are resolved after all targets are defined. ]] --[[ List of targets. ]] local targets = {} --[[ Common table for all rules to "inherit" from. ]] local common = { -- Name of the target name = "", -- Command line prefix. prefix = {}, -- List of dependencies deps = {}, -- List of source files srcs = {}, -- Location where this rule was created. scriptdir = "", } --[[ Converts the target's name to a usable path. This strips off anything past and including a ':'. This is a useful naming convention where multiple targets share the same base name but eventually get output to separate paths. For example, a shared library "libfoo.so" and a static library "libfoo.a" both have "foo" as the name. With this, the rules can be named "foo:shared" and "foo:static" to avoid a target name clash. ]] function common:basename() return string.match(self.name, "^[^:]*") end --[[ Adds a target to the table. ]] local function add(target) target.scriptdir = SCRIPT_DIR table.insert(targets, target) return target end --[[ Resolve dependencies. For all targets, the .rules method is called with the set of dependencies. ]] local function resolve() local index = {} for k,v in ipairs(targets) do assert(not index[v.name], "Target name '".. v.name .."' is not unique") index[v.name] = v end -- Resolve dependencies for k,v in ipairs(targets) do local deps = {} for _,dep in ipairs(v.deps) do local d = index[dep] assert(d, string.format("Dependency '%s' does not exist for target '%s'", dep, v.name)) table.insert(deps, d) end -- Replace string dependencies with resolved dependencies. v.deps = deps v:rules() end end return { common = common, add = add, resolve = resolve, }
function Auctionator.Utilities.ApplyThrottlingButton(button, isThrottling) button:SetEnabled(not isThrottling) if isThrottling then button:SetTooltip("Throttled. Waiting for the server.") else button:SetTooltip("") end end
HUD_PLUS = HUD_PLUS or {} HUD = HUD or {} if istable(HUD) then HUD.PLUS = {} -- I keep doing the mistake of using HUD.PLUS instead of HUD_PLUS. local HUD_PLUS_META = { __index = function(tab,key) return HUD_PLUS[key] end, __newindex = function(tab,key,value) HUD_PLUS[key] = value end } setmetatable(HUD.PLUS,HUD_PLUS_META) end HUD_PLUS.FontName = "Roboto" HUD_PLUS.FontSize = 16 HUD_PLUS.FontBold = false HUD_PLUS.FontItalic = false HUD_PLUS.FontUnderline = false HUD_PLUS.FontAntiAlias = true HUD_PLUS.FontShadow = false HUD_PLUS.FontAdditive = false HUD_PLUS.RecreateFont = function() surface.CreateFont("HUD+",{ font=HUD_PLUS.FontName, size=HUD_PLUS.FontSize, weight=HUD_PLUS.FontBold and 800 or 500, italic=HUD_PLUS.FontItalic, underline=HUD_PLUS.FontUnderline, antialias=HUD_PLUS.FontAntiAlias, shadow=HUD_PLUS.FontShadow, additive=HUD_PLUS.FontAdditive }) end HUD_PLUS.RecreateFont() HUD_PLUS.enabled = true HUD_PLUS.backgroundColor = Color(0,0,0,127) HUD_PLUS.foregroundColor = Color(0,255,0) HUD_PLUS.cornerRadius = 8 HUD_PLUS.extraRadius = 8 HUD_PLUS.signal_rate = 5 HUD_PLUS.unittable = { data = {"B","KiB","MiB","GiB","TiB"} } HUD_PLUS.GetUnit = function(self,typ,mag) return self.unittable[typ][mag] end HUD_PLUS.MaterialTable = {} HUD_PLUS.GetMaterial = function(self,name) if not self.MaterialTable[name] then self.MaterialTable[name] = Material(name) end return self.MaterialTable[name] end HUD_PLUS.DoNothing = function(...) return ... end HUD_PLUS.lastmem = 0 HUD_PLUS.maxmem = HUD_PLUS.maxmem or 0 HUD_PLUS.mem_x = 0.8 HUD_PLUS.mem_y = 0.1 HUD_PLUS.__memory = {} HUD_PLUS.DrawMem = true HUD_PLUS.DrawMemHUD = function(self) if not self.DrawMem then return false end local sw,sh = self.ScrW,self.ScrH local xm,ym = sw*self.mem_x,sh*self.mem_y local oym = ym local maxw,t1,t2 = 0 local kbs = collectgarbage("count") local texts = { "GLua Client Memory Usage:", string.format(" Bytes: %s %s (%.1f %s)",string.Comma(kbs*1024),self:GetUnit("data",1),kbs/1024,self:GetUnit("data",3)), string.format(" Highest: %.1f %s (%.1f%%)",self.maxmem/1024,self:GetUnit("data",3),kbs/self.maxmem*100), string.format(" Delta: %.1f %s/frame (%.1f %s/s)",kbs - self.lastmem,self:GetUnit("data",2),(kbs - self.lastmem)/RealFrameTime()/1024,self:GetUnit("data",3)) } surface.SetFont("HUD+") surface.SetTextColor(self.foregroundColor) for k,v in pairs(texts) do t1,t2 = surface.GetTextSize(v) maxw = math.max(maxw,t1) HUD_PLUS.__memory[k] = ym ym = ym + t2 end if self.backgroundColor.a > 0 then draw.RoundedBox(self.cornerRadius,xm-self.extraRadius,oym-self.extraRadius,maxw+self.extraRadius*2,ym-oym+self.extraRadius*2,self.backgroundColor) end for k,v in pairs(texts) do surface.SetTextPos(xm,HUD_PLUS.__memory[k]) surface.DrawText(v) end self.maxmem = math.max(self.maxmem,kbs) self.lastmem = kbs end HUD_PLUS.curmem_server = 0 HUD_PLUS.lastmem_server = 0 HUD_PLUS.curmem_server_timestamp = 0 HUD_PLUS.lastmem_server_timestamp = 0 HUD_PLUS.maxmem_server = HUD_PLUS.maxmem_server or 0 HUD_PLUS.mems_x = 0.8 HUD_PLUS.mems_y = 0.2 HUD_PLUS.DrawServerMem = true HUD_PLUS.DrawBasicMemUnits = false HUD_PLUS.DrawServerMemHUD = function(self) if not self.DrawServerMem then return false end if self.curmem_server_timestamp == 0 then return false end local sw,sh = self.ScrW,self.ScrH local xm,ym = sw*self.mems_x,sh*self.mems_y local oym = ym local maxw,t1,t2 = 0 local kbs = self.curmem_server local texts = { "GLua Server Memory Usage:", string.format(" Bytes: %s %s (%.1f %s)",string.Comma(kbs*1024),self:GetUnit("data",1),kbs/1024,self:GetUnit("data",3)), string.format(" Highest: %.1f %s (%.1f%%)",self.maxmem_server/1024,self:GetUnit("data",3),kbs/self.maxmem_server*100), string.format(" Delta: %.1f %s/s",(kbs - self.lastmem_server)/(self.curmem_server_timestamp - self.lastmem_server_timestamp)/1024,self:GetUnit("data",3)) } surface.SetFont("HUD+") surface.SetTextColor(self.foregroundColor) for k,v in pairs(texts) do t1,t2 = surface.GetTextSize(v) maxw = math.max(maxw,t1) HUD_PLUS.__memory[k] = ym ym = ym + t2 end if self.backgroundColor.a > 0 then draw.RoundedBox(self.cornerRadius,xm-self.extraRadius,oym-self.extraRadius,maxw+self.extraRadius*2,ym-oym+self.extraRadius*2,self.backgroundColor) end for k,v in pairs(texts) do surface.SetTextPos(xm,HUD_PLUS.__memory[k]) surface.DrawText(v) end end HUD_PLUS.lastentscantime = 0 HUD_PLUS.itements = {} local large_ammo = "icon16/package_add.png" local small_ammo = "icon16/package.png" local doors = "icon16/door.png" HUD_PLUS.itemtable = { item_healthkit = "icon16/heart_add.png", item_healthvial = "icon16/heart.png", item_battery = "icon16/lightning.png", item_ammo_357 = small_ammo, item_ammo_357_large = large_ammo, item_ammo_ar2 = small_ammo, item_ammo_ar2_large = large_ammo, item_ammo_ar2_altfire = large_ammo, item_ammo_crossbow = large_ammo, item_ammo_pistol = small_ammo, item_ammo_pistol_large = large_ammo, item_box_buckshot = large_ammo, item_rpg_round = large_ammo, item_ammo_smg1 = small_ammo, item_ammo_smg1_large = large_ammo, item_ammo_smg1_grenade = large_ammo, ["class C_BaseEntity"] = "icon16/magnifier.png", func_door = doors, prop_door_rotating = doors, func_door_rotating = doors, combine_mine = "icon16/bomb.png", npc_grenade_frag = "icon16/exclamation.png", grenade_helicopter = "icon16/exclamation.png", item_healthcharger = "icon16/folder_heart.png", item_suitcharger = "icon16/folder_lightbulb.png", item_ammo_crate = "icon16/box.png", } HUD_PLUS.itemstartfade = 64 HUD_PLUS.itemendfade = 256 HUD_PLUS.itemhudsize = 32 HUD_PLUS.itemhudpanelsizeratio = 1.5 HUD_PLUS.DrawItemLocations = true HUD_PLUS.DrawItemLocationsHUD = function(self) if not self.DrawItemLocations then return false end if self.lastentscantime < RealTime() then --self.lastentscantime = RealTime() + 1/self.signal_rate self.itements = ents.FindInSphere(self.EyePos,self.itemendfade*2) end cam.Start3D() for k,v in pairs(self.itements) do if (IsValid(v) and (self.itemtable[v:GetClass()] or v:IsWeapon() and not IsValid(v.Owner)) and v:GetModel() and v:GetModel()~="" and self.LocalPlayer:IsLineOfSightClear(v)) then local pos = v:GetPos()+v:OBBCenter() local lengthsqr = self.EyePos:DistToSqr(pos) local dat = pos:ToScreen() if dat.visible then self.__memory[v] = {dat.x,dat.y,lengthsqr} end end end cam.End3D() cam.PopModelMatrix() local ih = self.itemhudsize local ih2 = ih/2 local ih2r = ih2*self.itemhudpanelsizeratio local ihr = ih*self.itemhudpanelsizeratio for ent,tab in pairs(self.__memory) do if IsValid(ent) then local pX,pY,lengthsqr = unpack(tab) surface.SetAlphaMultiplier(math.Clamp(math.Remap(lengthsqr,self.itemstartfade*self.itemstartfade,self.itemendfade*self.itemendfade,1,0),0,1)) draw.RoundedBox(self.cornerRadius,pX-ih2r,pY-ih2r,ihr,ihr,self.backgroundColor) surface.SetDrawColor(color_white) surface.SetMaterial(self:GetMaterial(self.itemtable[ent:GetClass()] or "icon16/gun.png")) surface.DrawTexturedRect(pX-ih2,pY-ih2,ih,ih) surface.SetAlphaMultiplier(1) end end cam.PushModelMatrix(self.Matrix) end HUD_PLUS.MinHealthBarWidth = 0.1 HUD_PLUS.HealthBarHeight = 8 HUD_PLUS.HealthBarColor = Color(255,0,0) HUD_PLUS.HealthBackgroundBarColor = Color(0,0,0) HUD_PLUS.ArmorBarColor = Color(0,255,255) HUD_PLUS.TargetIDX = 0.5 HUD_PLUS.TargetIDY = 0.2 HUD_PLUS.TargetIDDynamic = true HUD_PLUS.DrawTargetID = true HUD_PLUS.CachedEntity = NULL HUD_PLUS.EntityNextFade = 0 HUD_PLUS.TargetIDFadeTime = 1 local customnames = {} HUD_PLUS.GetNameFunction = function(self,ent) return customnames[ent:GetClass()] or ent:IsPlayer() and ent:Nick() or ent.PrintName or language.GetPhrase(ent:GetClass()) end HUD_PLUS.DrawTargetIDHUD = function(self) if not self.DrawTargetID then return false end local eyetrace = self.LocalPlayer:GetEyeTrace() local ent = eyetrace.Entity if IsValid(ent) then self.EntityNextFade = self.RealTime + self.TargetIDFadeTime self.CachedEntity = ent elseif self.EntityNextFade > self.RealTime then ent = self.CachedEntity end if (IsValid(ent) and ent:Health()>0) then local drawpos = ent:GetPos() drawpos.z = drawpos.z + ent:OBBMaxs().z if self.TargetIDDynamic then cam.PopModelMatrix() cam.Start3D() self.__memory = drawpos:ToScreen() cam.End3D() end if not self.TargetIDDynamic or self.__memory.visible then local pX,pY = 0,0 if self.TargetIDDynamic then pX,pY = self.__memory.x,self.__memory.y else pX,pY = self.ScrW*self.TargetIDX,self.ScrH*self.TargetIDY end surface.SetFont("HUD+") local armor = 0 if ent:GetNWInt("HUD_PLUS.ARMOR")~=0 then armor = ent:GetNWInt("HUD_PLUS.ARMOR") elseif ent.Armor then if (isfunction(ent.Armor) and ent:Armor()>0) then armor = ent:Armor() elseif (tonumber(ent.Armor) or 0) > 0 then armor = ent.Armor end end local hp,mhp = ent:GetNWInt("HUD_PLUS.HEALTH",ent:Health()),ent:GetNWInt("HUD_PLUS.MAX_HEALTH",ent:GetMaxHealth()) local text = self:GetNameFunction(ent).." ("..hp.."/"..mhp..")" if armor > 0 then text = text..string.format("+%u",armor) end local hpp = math.Clamp(hp/mhp,0,1) local textx,texty = surface.GetTextSize(text) local hW = math.max(self.MinHealthBarWidth*self.ScrW,textx) local hX,hY = pX-hW/2,pY-self.HealthBarHeight-texty-self.extraRadius surface.SetAlphaMultiplier((self.EntityNextFade - self.RealTime) / self.TargetIDFadeTime) draw.RoundedBox(self.cornerRadius,hX-self.extraRadius,hY-self.extraRadius,hW+self.extraRadius*2,self.HealthBarHeight+texty+self.extraRadius*2,self.backgroundColor) surface.SetDrawColor(self.HealthBackgroundBarColor) surface.DrawRect(hX,hY,hW,self.HealthBarHeight) surface.SetDrawColor(self.HealthBarColor) surface.DrawRect(hX,hY,hW*hpp,self.HealthBarHeight) if armor > 0 then local app = math.Clamp(armor/mhp,0,1) surface.SetDrawColor(self.ArmorBarColor) surface.DrawRect(hX,hY,hW*app,self.HealthBarHeight/2) end draw.SimpleText(text,"HUD+",pX,pY-self.extraRadius,self.foregroundColor,TEXT_ALIGN_CENTER,TEXT_ALIGN_BOTTOM) surface.SetAlphaMultiplier(1) end if self.TargetIDDynamic then cam.PushModelMatrix(self.Matrix) end end end HUD_PLUS.ConDisableDrawMem = CreateClientConVar("hud_plus_disable_clientmemory","0",false,false,"Disables the GLua Client Memory Usage.\nNote that this value is NOT saved between sessions - use the options menu for that!") HUD_PLUS.ConDisableDrawMemServer = CreateClientConVar("hud_plus_disable_servermemory","0",false,false,"Disables the GLua Server Memory Usage.\nNote that this value is NOT saved between sessions - use the options menu for that!") HUD_PLUS.ConDisableDrawItemLocations = CreateClientConVar("hud_plus_disable_itemlocations","0",false,false,"Disables the Item Locator HUD.\nNote that this value is NOT saved between sessions - use the options menu for that!") HUD_PLUS.ConDisableDrawTargetIDHUD = CreateClientConVar("hud_plus_disable_targetids","0",false,false,"Disables the Accurate TargetID HUD.\nNote that this value is NOT saved between sessions - use the options menu for that!") HUD_PLUS.DrawAllHUDs = function(self) self:CalculateMatrix() cam.PushModelMatrix(self.Matrix) if not self.ConDisableDrawMem:GetBool() then self:DrawMemHUD() table.Empty(self.__memory) end if not self.ConDisableDrawMemServer:GetBool() then self:DrawServerMemHUD() table.Empty(self.__memory) end if not self.ConDisableDrawItemLocations:GetBool() then self:DrawItemLocationsHUD() end if not self.ConDisableDrawTargetIDHUD:GetBool() then self:DrawTargetIDHUD() table.Empty(self.__memory) end cam.PopModelMatrix() end HUD_PLUS.DefineVariables = function(self) self.ScrW = ScrW() self.ScrH = ScrH() self.LocalPlayer = LocalPlayer() self.EyePos = EyePos() self.RealTime = RealTime() end HUD_PLUS.ImpliedAngle = Angle() HUD_PLUS.SwaySensitivity = 3.5 HUD_PLUS.SwayMagnitude = 10 HUD_PLUS.SwayPassiveAmplitude = 0.01 HUD_PLUS.SwayPassiveSpeed = 1 HUD_PLUS.SwayPassiveDirection = 90 HUD_PLUS.DoSway = true HUD_PLUS.CalculateMatrix = function(self) self.Matrix = Matrix() if self.DoSway then local angs = EyeAngles() self.ImpliedAngle = LerpAngle(FrameTime()*self.SwaySensitivity,self.ImpliedAngle,angs) local swayFactor = HUD_PLUS.SwayPassiveAmplitude * math.sin(CurTime()*HUD_PLUS.SwayPassiveSpeed) * self.ScrW local dirInRads = math.rad(HUD_PLUS.SwayPassiveDirection) local dX = math.Round(-math.AngleDifference(self.ImpliedAngle.y,angs.y)*self.SwayMagnitude) + math.sin(dirInRads) * swayFactor local dY = math.Round(math.AngleDifference(self.ImpliedAngle.p,angs.p)*self.SwayMagnitude) + math.cos(dirInRads) * swayFactor local vec = Vector(dX,dY,0) self.Matrix:Translate(vec) end end HUD_PLUS.PainterFunction = function() if HUD_PLUS.enabled then HUD_PLUS:DefineVariables() HUD_PLUS:DrawAllHUDs() end end HUD_PLUS.DataReceiveFunction = function(self,func) if func == "mem-server" then self.lastmem_server = self.curmem_server self.lastmem_server_timestamp = self.curmem_server_timestamp self.maxmem_server = math.max(self.maxmem_server,self.curmem_server) self.curmem_server = net.ReadString() self.curmem_server_timestamp = RealTime() elseif func == "class-name-assignment" then table.Empty(customnames) for i=1,net.ReadUInt(16) do customnames[net.ReadString()] = net.ReadString() end end end HUD_PLUS.DataRelayFunction = function(length,sender) HUD_PLUS:DataReceiveFunction(net.ReadString()) end net.Receive("HUD+",HUD_PLUS.DataRelayFunction) hook.Add("HUDPaint","HUD+",HUD_PLUS.PainterFunction) HUD_PLUS.AddToolTab = function() spawnmenu.AddToolTab("Options") end HUD_PLUS.AddToolCategory = function() spawnmenu.AddToolCategory("Options","HUD+","HUD+") end HUD_PLUS.AddToolMenuOption = function() spawnmenu.AddToolMenuOption("Options","HUD+","HUD+_Options","Options","hud_plus_open_gui") end hook.Add("AddToolMenuTabs","HUD+",HUD_PLUS.AddToolTab) hook.Add("AddToolMenuCategories","HUD+",HUD_PLUS.AddToolCategory) hook.Add("PopulateToolMenu","HUD+",HUD_PLUS.AddToolMenuOption) do -- a bunch of panel generating stuff: HUD_PLUS.GenerateColorPanel = function(self,prop,parent) local ColorPanel,ColorLabel,ColorLabelEdit = vgui.Create("DPanel",parent) ColorPanel:Dock(FILL) ColorPanel:InvalidateParent(true) ColorPanel.Color = {ColorToHSV(self[prop])} ColorPanel.Color[4] = self[prop].a/255 ColorPanel.UpdateColors = function(self) local h,s,v,a2 = unpack(self.Color) HUD_PLUS[prop] = HSVToColor(h,s,v) HUD_PLUS[prop].a = a2*255 local r,g,b,a = HUD_PLUS[prop].r,HUD_PLUS[prop].g,HUD_PLUS[prop].b,HUD_PLUS[prop].a ColorLabel:SetText(string.format("Current Color Value:\n {R=%u,G=%u,B=%u,A=%u}\n {H=%u,S=%.2f,V=%.2f,A=%.2f}\n\nHexadecimal (Press Enter to confirm):", r,g,b,a,h,s,v,a2 )) ColorLabel:SizeToContentsY() local rec_709luma = 0.2126*r + 0.7152*g + 0.0722*b -- https://en.wikipedia.org/wiki/Rec._709#Luma_coefficients if rec_709luma-(1-math.sqrt(a2))*255 < 128 then ColorLabel:SetTextColor(color_white) else ColorLabel:SetTextColor(color_black) end local largenum = bit.lshift(r,24)+bit.lshift(g,16)+bit.lshift(b,8)+a if a >= 255 then largenum = bit.rshift(largenum,8) ColorLabelEdit:SetText(bit.tohex(largenum,6)) else ColorLabelEdit:SetText(bit.tohex(largenum)) end end ColorPanel.GetColorNoAlpha = function(self) return HSVToColor(unpack(self.Color)) end ColorPanel.Paint = function(self,w,h) surface.SetDrawColor(HUD_PLUS[prop]) surface.DrawRect(0,0,w,h) end local AlphaBar = vgui.Create("DAlphaBar",ColorPanel) AlphaBar:SetWidth(self.ScrW/50) AlphaBar:Dock(RIGHT) AlphaBar:SetBarColor(ColorPanel:GetColorNoAlpha()) AlphaBar:SetValue(ColorPanel.Color[4]) AlphaBar.OnChange = function(self,alpha) ColorPanel.Color[4] = alpha ColorPanel:UpdateColors() self:SetBarColor(ColorPanel:GetColorNoAlpha()) end local SVCube = vgui.Create("DColorCube",ColorPanel) SVCube:Dock(RIGHT) SVCube:SetColor(self[prop]) SVCube:SetCursor("crosshair") SVCube.OnUserChanged = function(self,col) ColorPanel.Color[2],ColorPanel.Color[3] = select(2,ColorToHSV(col)) ColorPanel:UpdateColors() AlphaBar:SetBarColor(ColorPanel:GetColorNoAlpha()) end local HueBar = vgui.Create("DRGBPicker",ColorPanel) HueBar:SetWidth(self.ScrW/50) HueBar:Dock(RIGHT) HueBar:InvalidateParent(true) local hbH = select(2,HueBar:GetSize()) HueBar:SetRGB(HSVToColor(ColorPanel.Color[1],1,1)) HueBar.LastY = hbH*(1-(ColorPanel.Color[1]/360)) HueBar.OnChange = function(self,col) ColorPanel.Color[1] = ColorToHSV(col) ColorPanel:UpdateColors() AlphaBar:SetBarColor(ColorPanel:GetColorNoAlpha()) SVCube:SetBaseRGB(HSVToColor(ColorPanel.Color[1],1,1)) end SVCube:SetWidth(hbH) ColorLabel = vgui.Create("DLabel",ColorPanel) ColorLabel:Dock(TOP) ColorLabelEdit = vgui.Create("DTextEntry",ColorPanel) ColorLabelEdit:Dock(TOP) ColorLabelEdit.OnEnter = function(self) local hex = self:GetValue() if tonumber("0x"..hex) then local color_construct = {} if #hex<5 then color_construct.r = tonumber("0x"..hex[1]..hex[1]) or 0 color_construct.g = tonumber("0x"..hex[2]..hex[2]) or 0 color_construct.b = tonumber("0x"..hex[3]..hex[3]) or 0 color_construct.a = tonumber("0x"..hex[4]..hex[4]) or 255 else color_construct.r = tonumber("0x"..hex:sub(1,2)) or 0 color_construct.g = tonumber("0x"..hex:sub(3,4)) or 0 color_construct.b = tonumber("0x"..hex:sub(5,6)) or 0 color_construct.a = tonumber("0x"..hex:sub(7,8)) or 255 end ColorPanel.Color = {ColorToHSV(color_construct)} ColorPanel.Color[4] = color_construct.a/255 ColorPanel:UpdateColors() AlphaBar:SetValue(ColorPanel.Color[4]) AlphaBar:SetBarColor(ColorPanel:GetColorNoAlpha()) SVCube:SetColor(HUD_PLUS[prop]) HueBar:SetRGB(HSVToColor(ColorPanel.Color[1],1,1)) HueBar.LastY = hbH*(1-(ColorPanel.Color[1]/360)) end end local Palette = vgui.Create("DColorPalette",ColorPanel) Palette:SetHeight(8) Palette:Dock(FILL) Palette:SetButtonSize(8) Palette:SetNumRows(24) Palette:Reset() Palette.OnValueChanged = function(self,color) ColorPanel.Color = {ColorToHSV(color)} ColorPanel.Color[4] = color.a/255 ColorPanel:UpdateColors() AlphaBar:SetValue(ColorPanel.Color[4]) AlphaBar:SetBarColor(ColorPanel:GetColorNoAlpha()) SVCube:SetColor(HUD_PLUS[prop]) HueBar:SetRGB(HSVToColor(ColorPanel.Color[1],1,1)) HueBar.LastY = hbH*(1-(ColorPanel.Color[1]/360)) end Palette.OnRightClickButton = function(ctrl,btn) local m = DermaMenu() m:AddOption("Save Color",function()ctrl:SaveColor(btn,self:GetColor())end) m:AddOption("Reset Palette",function()ctrl:ResetSavedColors()end) m:Open() end ColorPanel:UpdateColors() return ColorPanel end HUD_PLUS.GenerateIconPanel = function(self,prop,parent) parent:InvalidateParent(true) local MainPanel = vgui.Create("DPanel",parent) MainPanel:Dock(FILL) MainPanel.Paint = HUD_PLUS.SystemBlack local IconPanel = vgui.Create("DPanel",MainPanel) IconPanel:SetWidth(parent:GetTall()) IconPanel:Dock(RIGHT) IconPanel.Paint = HUD_PLUS.DoNothing local IconBrowser = vgui.Create("DIconBrowser",IconPanel) IconBrowser:Dock(FILL) IconBrowser:SelectIcon("icon16/accept.png") local IconSearch = vgui.Create("DTextEntry",IconPanel) IconSearch:Dock(TOP) IconSearch:SetPlaceholderText("#spawnmenu.search") IconSearch.OnChange = function(self) IconBrowser:FilterByText(self:GetValue()) end local ItemPanel = vgui.Create("DPanel",MainPanel) ItemPanel.Paint = HUD_PLUS.DoNothing ItemPanel:Dock(FILL) local ItemListInternal = vgui.Create("DScrollPanel",ItemPanel) ItemListInternal:Dock(FILL) HUD_PLUS:PaintBar(ItemListInternal:GetVBar()) ItemListInternal.RegenerateList = function(self) self:Clear() local newentry for k,v in SortedPairs(HUD_PLUS[prop]) do local Item = vgui.Create("DPanel",self) Item:SetHeight(32) Item:Dock(TOP) Item.Paint = HUD_PLUS.DoNothing local ItemIcon = vgui.Create("DImageButton",Item) ItemIcon:SetSize(32,32) ItemIcon:SetImage(v) ItemIcon:Dock(LEFT) ItemIcon.DoClick = function(self) local Selections = DermaMenu(ItemIcon) local ApplyOption = Selections:AddOption("Apply Selected Icon",function() HUD_PLUS[prop][k] = IconBrowser:GetSelectedIcon() ItemListInternal:RegenerateList() end) ApplyOption:SetIcon(IconBrowser:GetSelectedIcon()) local DeleteOption = Selections:AddOption("Delete Entry",function() HUD_PLUS[prop][k] = nil ItemListInternal:RegenerateList() end) DeleteOption:SetIcon("icon16/delete.png") Selections:Open() end ItemIcon.DoRightClick = ItemIcon.DoClick local ItemName = vgui.Create("DTextEntry",Item) HUD_PLUS:PaintTextBox(ItemName) ItemName:Dock(FILL) ItemName:SetText(k) ItemName.Think = function(self) if self:GetValue()~=k and not self:IsEditing() then if not HUD_PLUS[prop][self:GetValue()] then local oldV = HUD_PLUS[prop][k] HUD_PLUS[prop][k] = nil HUD_PLUS[prop][self:GetValue()] = oldV end ItemListInternal:RegenerateList() end end if k == "< New Entry >" then newentry = Item end end if IsValid(newentry) then self:ScrollToChild(newentry) end end ItemListInternal:RegenerateList() local ItemAddButton = vgui.Create("DButton",ItemPanel) ItemAddButton:Dock(TOP) ItemAddButton:SetText("Add Item") ItemAddButton.DoClick = function(self) HUD_PLUS[prop]["< New Entry >"] = IconBrowser:GetSelectedIcon() ItemListInternal:RegenerateList() end return MainPanel end HUD_PLUS.AddColorOption = function(self,pnl,class,name) local Category = pnl:Add(name) Category.Paint = HUD_PLUS.DoNothing Category:SetHeight(self.ScrH/6) Category:SetContents(self:GenerateColorPanel(class,Category)) end HUD_PLUS.AddIconOption = function(self,pnl,class,name) local Category = pnl:Add(name) Category.Paint = HUD_PLUS.DoNothing Category:SetHeight(self.ScrH/3) Category:SetContents(self:GenerateIconPanel(class,Category)) end HUD_PLUS.AddNumberOption = function(self,pnl,class,name,mins,maxs,decimals,default) local NumSlider = vgui.Create("DNumSlider",pnl) NumSlider:SetMinMax(mins,maxs) NumSlider:SetText(name) NumSlider:SetValue(self[class]) if decimals then NumSlider:SetDecimals(decimals) end if default then NumSlider:SetDefaultValue(default) end NumSlider.OnValueChanged = function(self,val) HUD_PLUS[class] = val end NumSlider.Label:SetTextColor(color_white) NumSlider.TextArea:SetTextColor(color_white) pnl:AddItem(NumSlider) end HUD_PLUS.AddCheckBoxOption = function(self,pnl,class,name) local CheckBox = vgui.Create("DCheckBoxLabel",pnl) CheckBox:SetText(name) CheckBox:SetValue(self[class]) CheckBox.OnChange = function(self,val) HUD_PLUS[class] = val end CheckBox.Label:SetTextColor(color_white) pnl:AddItem(CheckBox) end HUD_PLUS.AddTextEntryOption = function(self,pnl,class,name) local MainPanel = vgui.Create("DPanel",pnl) MainPanel.Paint = HUD_PLUS.DoNothing local TextLabel = vgui.Create("DLabel",MainPanel) TextLabel:SetText(name) TextLabel:SetTextColor(color_white) TextLabel:SizeToContentsX() TextLabel:Dock(LEFT) local TextEntry = vgui.Create("DTextEntry",MainPanel) HUD_PLUS:PaintTextBox(TextEntry) TextEntry:Dock(FILL) TextEntry:SetText(HUD_PLUS[class]) TextEntry.OnChange = function(self) HUD_PLUS[class] = self:GetValue() end pnl:AddItem(MainPanel) end HUD_PLUS.AddButtonOption = function(self,pnl,name,func) local Button = vgui.Create("DButton",pnl) Button:SetText(name) Button:SetTextColor(color_white) Button.Paint = HUD_PLUS.SystemBlackButton Button.DoClick = func pnl:AddItem(Button) end HUD_PLUS.SystemBlackCol = Color(0,0,0,191) HUD_PLUS.editableColor = Color(255,255,255,3) HUD_PLUS.editColor = Color(255,255,255,31) HUD_PLUS.hoverColor = Color(255,255,255,191) HUD_PLUS.highlightColor = Color(0,255,255,191) HUD_PLUS.SystemBlack = function(pnl,w,h) draw.RoundedBox(4,0,0,w,h,HUD_PLUS.SystemBlackCol) end HUD_PLUS.SystemBlackButton = function(pnl,w,h) draw.RoundedBox(4,0,0,w,h,pnl.Depressed and HUD_PLUS.highlightColor or pnl:IsHovered() and HUD_PLUS.hoverColor or HUD_PLUS.SystemBlackCol) end HUD_PLUS.SystemBlackBrighter = function(pnl,w,h) draw.RoundedBox(4,0,0,w,h,HUD_PLUS.editableColor) end HUD_PLUS.PaintBar = function(self,pnl) pnl.btnUp.Paint = function(self,w,h) HUD_PLUS.SystemBlackButton(self,w,h) draw.SimpleText("t","Marlett",w/2,h/2,color_white,TEXT_ALIGN_CENTER,TEXT_ALIGN_CENTER) end pnl.btnDown.Paint = function(self,w,h) HUD_PLUS.SystemBlackButton(self,w,h) draw.SimpleText("u","Marlett",w/2,h/2,color_white,TEXT_ALIGN_CENTER,TEXT_ALIGN_CENTER) end pnl.btnGrip.Paint = HUD_PLUS.SystemBlackButton pnl.Paint = HUD_PLUS.SystemBlackBrighter end HUD_PLUS.PaintTextBox = function(self,pnl) pnl:SetPaintBackground(false) pnl:SetDrawBorder(false) pnl:SetTextColor(color_white) pnl:SetCursorColor(color_white) pnl:SetHighlightColor(HUD_PLUS.highlightColor) pnl.OnGetFocus = function(self) self.DrawEditOverlay = true hook.Run("OnTextEntryGetFocus",self) end pnl.OnLoseFocus = function(self) self.DrawEditOverlay = nil hook.Run("OnTextEntryLoseFocus",self) end pnl.PaintOver = function(self,w,h) if self.DrawEditOverlay then draw.RoundedBox(4,0,0,w,h,HUD_PLUS.editColor) else draw.RoundedBox(4,0,0,w,h,HUD_PLUS.editableColor) end end end end HUD_PLUS.ShowOptions = function() HUD_PLUS:DefineVariables() local Main = vgui.Create("DFrame") Main:SetSize(HUD_PLUS.ScrW/3,HUD_PLUS.ScrH/2) Main:Center() Main:SetTitle("HUD+ Options") Main:SetIcon("icon16/application_view_tile.png") Main:SetSizable(true) Main:SetDraggable(true) Main:MakePopup() Main.Paint = function(self,w,h) HUD_PLUS.SystemBlack(self,w,h) if self:IsActive() then draw.RoundedBox(4,0,0,w,24,HUD_PLUS.SystemBlackCol) end draw.SimpleText("o","Marlett",w,h,color_white,TEXT_ALIGN_RIGHT,TEXT_ALIGN_BOTTOM) end local Sheets = vgui.Create("DPropertySheet",Main) Sheets:Dock(FILL) Sheets.Paint = HUD_PLUS.DoNothing Sheets.InstallSheet = function(self,name,icn) local Sheet = vgui.Create("DCategoryList",Sheets) HUD_PLUS:PaintBar(Sheet:GetVBar()) Sheet:Dock(FILL) Sheet.Paint = HUD_PLUS.SystemBlack local InternalSheet = Sheets:AddSheet(name,Sheet,icn) InternalSheet.Tab.Paint = function(self,w,h) if self:IsActive() then draw.RoundedBoxEx(8,0,0,w,h,HUD_PLUS.SystemBlackCol,true,true) end end return Sheet end local GeneralList = Sheets:InstallSheet("General","icon16/world.png") HUD_PLUS:AddCheckBoxOption(GeneralList,"enabled","Enable HUD") HUD_PLUS:AddColorOption(GeneralList,"backgroundColor","Background Colour") HUD_PLUS:AddColorOption(GeneralList,"foregroundColor","Foreground Colour") HUD_PLUS:AddNumberOption(GeneralList,"cornerRadius","Roundness",0,32,0,8) HUD_PLUS:AddNumberOption(GeneralList,"extraRadius","Padding",0,32,0,8) HUD_PLUS:AddCheckBoxOption(GeneralList,"DoSway","Enable Sway") HUD_PLUS:AddNumberOption(GeneralList,"SwaySensitivity","Sway Acceleration",0,64,2,3.5) HUD_PLUS:AddNumberOption(GeneralList,"SwayMagnitude","Sway Magnitude",0,64,2,10) HUD_PLUS:AddNumberOption(GeneralList,"SwayPassiveAmplitude","Passive Sway Magnitude",0,1,3,0.01) HUD_PLUS:AddNumberOption(GeneralList,"SwayPassiveDirection","Passive Sway Direction",0,180,1,90) HUD_PLUS:AddNumberOption(GeneralList,"SwayPassiveSpeed","Passive Sway Speed",0,32,2,1) HUD_PLUS:AddButtonOption(GeneralList,"Reset All Options",function() Main:Close() HUD_PLUS:ResetEverything() end) local FontList = Sheets:InstallSheet("Fonts","icon16/font.png") HUD_PLUS:AddTextEntryOption(FontList,"FontName","System Font Name:") HUD_PLUS:AddNumberOption(FontList,"FontSize","Font Size",0,128,0,16) HUD_PLUS:AddCheckBoxOption(FontList,"FontBold","Bold Font") HUD_PLUS:AddCheckBoxOption(FontList,"FontItalic","Italic Font") HUD_PLUS:AddCheckBoxOption(FontList,"FontUnderline","Underline Font") HUD_PLUS:AddCheckBoxOption(FontList,"FontAntiAlias","Anti-alias Font") HUD_PLUS:AddCheckBoxOption(FontList,"FontShadow","Enable Font Shadow") HUD_PLUS:AddCheckBoxOption(FontList,"FontAdditive","Draw Font Additively") HUD_PLUS:AddButtonOption(FontList,"Recreate Font",HUD_PLUS.RecreateFont) local MemList = Sheets:InstallSheet("Memory Usage","icon16/script_gear.png") HUD_PLUS:AddCheckBoxOption(MemList,"DrawMem","Draw Client HUD") HUD_PLUS:AddNumberOption(MemList,"mem_x","Client Position X",0,1,3,0.8) HUD_PLUS:AddNumberOption(MemList,"mem_y","Client Position Y",0,1,3,0.1) HUD_PLUS:AddCheckBoxOption(MemList,"DrawServerMem","Draw Server HUD") HUD_PLUS:AddNumberOption(MemList,"mems_x","Server Position X",0,1,3,0.8) HUD_PLUS:AddNumberOption(MemList,"mems_y","Server Position Y",0,1,3,0.2) HUD_PLUS:AddCheckBoxOption(MemList,"DrawBasicMemUnits","Display KB instead of KiB, MB instead of MiB, etc.") MemList.Think = function(self) if HUD_PLUS.DrawBasicMemUnits and not self.UseBasic then self.UseBasic = true HUD_PLUS.unittable.data = {"B","KB","MB","GB","TB"} elseif not HUD_PLUS.DrawBasicMemUnits and self.UseBasic then self.UseBasic = false HUD_PLUS.unittable.data = {"B","KiB","MiB","GiB","TiB"} end end local ItemList = Sheets:InstallSheet("Entity Indicators","icon16/bricks.png") HUD_PLUS:AddCheckBoxOption(ItemList,"DrawItemLocations","Draw Entity Indicators") HUD_PLUS:AddIconOption(ItemList,"itemtable","Entity Icons") HUD_PLUS:AddNumberOption(ItemList,"itemstartfade","Start Fade",0,2048,0,64) HUD_PLUS:AddNumberOption(ItemList,"itemendfade","End Fade",0,2048,0,256) HUD_PLUS:AddNumberOption(ItemList,"itemhudsize","Indicator Size",0,512,0,32) HUD_PLUS:AddNumberOption(ItemList,"itemhudpanelsizeratio","Border Size Multiplier",0,10,2,1.5) local TargetIDList = Sheets:InstallSheet("TargetIDs","icon16/report_user.png") HUD_PLUS:AddCheckBoxOption(TargetIDList,"DrawTargetID","Draw Target IDs") HUD_PLUS:AddNumberOption(TargetIDList,"TargetIDFadeTime","Fade Time",0,10,2,1) HUD_PLUS:AddNumberOption(TargetIDList,"TargetIDX","X Position",0,1,3,0.5) HUD_PLUS:AddNumberOption(TargetIDList,"TargetIDY","Y Position",0,1,3,0.2) HUD_PLUS:AddCheckBoxOption(TargetIDList,"TargetIDDynamic","Use Dynamic Position Instead") HUD_PLUS:AddNumberOption(TargetIDList,"HealthBarHeight","Health Bar Height",0,32,0,8) HUD_PLUS:AddNumberOption(TargetIDList,"MinHealthBarWidth","Minimum Health Bar Width",0,1,3,0.2) HUD_PLUS:AddColorOption(TargetIDList,"HealthBarColor","Health Colour") HUD_PLUS:AddColorOption(TargetIDList,"HealthBackgroundBarColor","Health Background Colour") HUD_PLUS:AddColorOption(TargetIDList,"ArmorBarColor","Armour Colour") end HUD_PLUS.LoadEverything = function() local data = util.JSONToTable(file.Read("hud+_scheme.txt","DATA") or "") if data then table.Merge(HUD_PLUS,data) end HUD_PLUS.maxmem = 0 HUD_PLUS.maxmem_server = 0 end HUD_PLUS.SaveEverything = function() file.Write("hud+_scheme.txt",util.TableToJSON(HUD_PLUS,true)) end HUD_PLUS.ResetEverything = function() include("autorun/client/hud+.lua") end hook.Add("InitPostEntity","HUD+",HUD_PLUS.LoadEverything) hook.Add("ShutDown","HUD+",HUD_PLUS.SaveEverything) concommand.Add("hud_plus_open_gui",HUD_PLUS.ShowOptions) concommand.Add("hud_plus_reset",HUD_PLUS.ResetEverything)
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") util.AddNetworkString("weapon_locker_use") util.AddNetworkString("weapon_locker_give") local delay = 2 local nextOccurance = 0 function ENT:Initialize() self:SetModel("models/Items/ammocrate_smg1.mdl") self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) local phys = self:GetPhysicsObject() if(phys:IsValid()) then phys:Wake() end end function ENT:Use(activator) if activator:IsValid() and activator:IsPlayer() then local timeLeft = nextOccurance - CurTime() if timeLeft < 0 then net.Start("weapon_locker_use") net.WriteEntity(activator) net.Send(activator) nextOccurance = CurTime() + delay end end end net.Receive("weapon_locker_give", function(len, ply) local weapon = net.ReadString() if weapon == "shotgun" then ply:Give("m9k_remington870") elseif weapon == "grenade" then ply:Give("m9k_m61_frag") ply:GiveAmmo(5, "grenade") elseif weapon == "lmg" then ply:Give("m9k_m249lmg") elseif weapon == "ar1" then ply:Give("m9k_m416") elseif weapon == "ar2" then ply:Give("m9k_g36") elseif weapon == "dmr" then ply:Give("m9k_m16a4_acog") elseif weapon == "fillammo" then ply:GiveAmmo(180, "ar2") ply:GiveAmmo(30, "pistol") end end)
CParamCache = torch.class('CParamCache') function CParamCache:__init() self.taCache = {} self.nFreqCache = 2 self.nCount = 0 end function CParamCache:update(teP, dErr) if dErr then local nD = teP:size(1) if self.taCache[nD] == nil then self.taCache[nD] = {} end table.insert(self.taCache[nD], {teP = teP:clone(), dErr = dErr}) end end function CParamCache:getNew(nD) return (torch.rand(nD)*2 - 1) end function CParamCache:get(nD) local taCurrCache = self.taCache[nD] if taCurrCache ~= nil then self.nCount = self.nCount + 1 if (self.nCount % self.nFreqCache == 0 ) then local idx = math.random(1, #taCurrCache) return taCurrCache[idx].teP:clone() end end return self:getNew(nD) end
travelnet.MAX_STATIONS_PER_NETWORK = 24; -- set this to true if you want a simulated beam effect travelnet.travelnet_effect_enabled = false; -- set this to true if you want a sound to be played when the travelnet is used travelnet.travelnet_sound_enabled = false; -- if you set this to false, travelnets cannot be created -- (this may be useful if you want nothing but the elevators on your server) travelnet.travelnet_enabled = true; -- if you set travelnet.elevator_enabled to false, you will not be able to -- craft, place or use elevators travelnet.elevator_enabled = true; -- if you set this to false, doors will be disabled travelnet.doors_enabled = true; -- starts an abm which re-adds travelnet stations to networks in case the savefile got lost travelnet.abm_enabled = false; -- change these if you want other receipes for travelnet or elevator travelnet.travelnet_recipe = { {"default:glass", "default:steel_ingot", "default:glass", }, {"default:glass", "default:mese", "default:glass", }, {"default:glass", "default:steel_ingot", "default:glass", } } travelnet.elevator_recipe = { {"default:steel_ingot", "default:glass", "default:steel_ingot", }, {"default:steel_ingot", "", "default:steel_ingot", }, {"default:steel_ingot", "default:glass", "default:steel_ingot", } } travelnet.tiles_travelnet = { "travelnet_travelnet_front.png", -- backward view "travelnet_travelnet_back.png", -- front view "travelnet_travelnet_side.png", -- sides :) "default_steel_block.png", -- view from top "default_clay.png", -- view from bottom } travelnet.tiles_elevator = { "travelnet_elevator_front.png", "travelnet_elevator_inside_controls.png", "travelnet_elevator_sides_outside.png", "travelnet_elevator_inside_ceiling.png", "travelnet_elevator_inside_floor.png", "default_steel_block.png" } travelnet.travelnet_inventory_image = "travelnet_inv.png" travelnet.elevator_inventory_image = "travelnet_elevator_inv.png" if( minetest.registered_nodes["mcl_core:wood"]) then local w_texture = "default_wood.png^[transformR90"; -- "mcl_doors_door_spruce_lower.png"; travelnet.travelnet_recipe = { {"mcl_stairs:slab_wood", "mcl_stairs:slab_wood", "mcl_stairs:slab_wood",}, {"mesecons_torch:mesecon_torch_on", "mcl_chests:chest", "mesecons_torch:mesecon_torch_on"}, {"mesecons_torch:mesecon_torch_on", "mcl_chests:chest", "mesecons_torch:mesecon_torch_on"}, -- {"core:glass", "mcl_core:iron_ingot", "mcl_core:glass", }, -- {"mcl_core:glass", "mesecons_torch:redstoneblock", "mcl_core:glass", }, -- {"mcl_core:glass", "mcl_core:iron_ingot", "mcl_core:glass", } } travelnet.elevator_recipe = { {"mcl_stairs:slab_wood", "mcl_stairs:slab_wood", "mcl_stairs:slab_wood",}, {"mesecons_torch:mesecon_torch_on", "", "mesecons_torch:mesecon_torch_on"}, {"mesecons_torch:mesecon_torch_on", "", "mesecons_torch:mesecon_torch_on"}, -- {"mcl_core:iron_ingot", "mcl_core:glass", "mcl_core:iron_ingot", }, -- {"mcl_core:iron_ingot", "", "mcl_core:iron_ingot", }, -- {"mcl_core:iron_ingot", "mcl_core:glass", "mcl_core:iron_ingot", } } travelnet.tiles_travelnet = { w_texture, -- backward view w_texture, -- front view w_texture, -- sides :) w_texture, -- view from top w_texture, -- view from bottom } travelnet.tiles_elevator = { "mcl_core_planks_big_oak.png^[transformR90", -- front "mcl_core_planks_big_oak.png^[transformR90", -- inside "mcl_core_planks_big_oak.png^[transformR90", -- sides outside "mcl_core_planks_big_oak.png^[transformR90", -- inside ceiling "mcl_core_planks_big_oak.png^[transformR90", -- inside floor "mcl_core_planks_big_oak.png^[transformR90", -- top } travelnet.travelnet_inventory_image = nil travelnet.elevator_inventory_image = nil end -- if this function returns true, the player with the name player_name is -- allowed to add a box to the network named network_name, which is owned -- by the player owner_name; -- if you want to allow *everybody* to attach stations to all nets, let the -- function always return true; -- if the function returns false, players with the travelnet_attach priv -- can still add stations to that network travelnet.allow_attach = function( player_name, owner_name, network_name ) return false; end -- if this returns true, a player named player_name can remove a travelnet station -- from network_name (owned by owner_name) even though he is neither the owner nor -- has the travelnet_remove priv travelnet.allow_dig = function( player_name, owner_name, network_name ) return false; end -- if this function returns false, then player player_name will not be allowed to use -- the travelnet station_name_start on networ network_name owned by owner_name to travel to -- the station station_name_target on the same network; -- if this function returns true, the player will be transfered to the target station; -- you can use this code to i.e. charge the player money for the transfer or to limit -- usage of stations to players in the same fraction on PvP servers travelnet.allow_travel = function( player_name, owner_name, network_name, station_name_start, station_name_target ) --minetest.chat_send_player( player_name, "Player "..tostring( player_name ).." tries to use station "..tostring( station_name_start ).. -- " on network "..tostring( network_name ).." owned by "..tostring( owner_name ).." in order to travel to ".. -- tostring( station_name_target ).."."); return true; end travelnet.travelnet_sound_enabled = true
-- MIT License -- -- Copyright (c) 2018 Mikkel Lykke Jørgensen (MLJWare) -- -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- -- The above copyright notice and this permission notice shall be included in all -- copies or substantial portions of the Software. -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -- SOFTWARE. local path = (...) local subpath = path:sub("^(.-)[^.]$") local Vector3 = require (subpath.."Vector3") local Matrix4x4 = require (subpath.."Matrix4x4") local Transform = {} Transform.__index = Transform local function new(position, rotation, scale) local self = setmetatable({ position = position or Vector3(0,0,0); rotation = rotation or Vector3(0,0,0); scale = scale or Vector3(1,1,1); _matrix_ = Matrix4x4.new_identity(); }, Transform) return self end setmetatable(Transform, { __call = function (_, position, rotation, scale) return new(position, rotation, scale) end }) function Transform.is(a) return getmetatable(a) == Transform end function Transform:matrix() return self._matrix_ : to_identity() : rotate_vec (self.rotation) : scale_vec (self.scale) : translate_vec(self.position) end function Transform:copy() return new(self.position:copy(), self.rotation:copy(), self.scale:copy()) end function Transform:translate(tx, ty, tz) self.position:addn(tx, ty, tz) return self end function Transform:sendTo(shader, id) self:matrix():sendTo(shader, id) end return Transform
--[[ Copyright (C) 2013-2018 Draios Inc dba Sysdig. This file is part of sysdig. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. --]] -- Chisel description description = "Counts the total bytes read from and written to files."; short_description = "Sum of file I/O bytes"; category = "I/O"; -- Chisel argument list args = { } tot = 0 totin = 0 totout = 0 -- Initialization callback function on_init() -- Request the fields fbytes = chisel.request_field("evt.rawarg.res") ftime = chisel.request_field("evt.time.s") fisread = chisel.request_field("evt.is_io_read") -- set the filter chisel.set_filter("evt.is_io=true and fd.type=file") chisel.set_interval_s(1) return true end -- Event parsing callback function on_event() bytes = evt.field(fbytes) isread = evt.field(fisread) if bytes ~= nil and bytes > 0 then tot = tot + bytes if isread then totin = totin + bytes else totout = totout + bytes end end return true end function on_interval(delta) etime = evt.field(ftime) print(etime .. " in:" .. totin .. " out:" .. totout .. " tot:" .. tot) tot = 0 totin = 0 totout = 0 return true end
require 'nn' local model = {} -- warning: module 'data [type 5]' not found table.insert(model, {'conv1', nn.SpatialConvolution(3, 96, 11, 11, 4, 4, 0, 0)}) table.insert(model, {'relu0', nn.ReLU(true)}) table.insert(model, {'cccp1', nn.SpatialConvolution(96, 96, 1, 1, 1, 1, 0, 0)}) table.insert(model, {'relu1', nn.ReLU(true)}) table.insert(model, {'cccp2', nn.SpatialConvolution(96, 96, 1, 1, 1, 1, 0, 0)}) table.insert(model, {'relu2', nn.ReLU(true)}) table.insert(model, {'pool0', nn.SpatialMaxPooling(3, 3, 2, 2, 0, 0):ceil()}) table.insert(model, {'conv2', nn.SpatialConvolution(96, 256, 5, 5, 1, 1, 2, 2)}) table.insert(model, {'relu3', nn.ReLU(true)}) table.insert(model, {'cccp3', nn.SpatialConvolution(256, 256, 1, 1, 1, 1, 0, 0)}) table.insert(model, {'relu5', nn.ReLU(true)}) table.insert(model, {'cccp4', nn.SpatialConvolution(256, 256, 1, 1, 1, 1, 0, 0)}) table.insert(model, {'relu6', nn.ReLU(true)}) table.insert(model, {'pool2', nn.SpatialMaxPooling(3, 3, 2, 2, 0, 0):ceil()}) table.insert(model, {'conv3', nn.SpatialConvolution(256, 384, 3, 3, 1, 1, 1, 1)}) table.insert(model, {'relu7', nn.ReLU(true)}) table.insert(model, {'cccp5', nn.SpatialConvolution(384, 384, 1, 1, 1, 1, 0, 0)}) table.insert(model, {'relu8', nn.ReLU(true)}) table.insert(model, {'cccp6', nn.SpatialConvolution(384, 384, 1, 1, 1, 1, 0, 0)}) table.insert(model, {'relu9', nn.ReLU(true)}) table.insert(model, {'pool3', nn.SpatialMaxPooling(3, 3, 2, 2, 0, 0):ceil()}) table.insert(model, {'drop', nn.Dropout(0.500000)}) table.insert(model, {'conv4-1024', nn.SpatialConvolution(384, 1024, 3, 3, 1, 1, 1, 1)}) table.insert(model, {'relu10', nn.ReLU(true)}) table.insert(model, {'cccp7-1024', nn.SpatialConvolution(1024, 1024, 1, 1, 1, 1, 0, 0)}) table.insert(model, {'relu11', nn.ReLU(true)}) table.insert(model, {'cccp8-1024', nn.SpatialConvolution(1024, 1000, 1, 1, 1, 1, 0, 0)}) table.insert(model, {'relu12', nn.ReLU(true)}) table.insert(model, {'pool4', nn.SpatialAveragePooling(6, 6, 1, 1, 0, 0):ceil()}) table.insert(model, {'loss', nn.SoftMax()}) return model
--proc/system/time: time functions --Written by Cosmin Apreutesei. Public Domain. setfenv(1, require'winapi') ffi.cdef[[ DWORD GetTickCount(); ULONGLONG GetTickCount64(); BOOL QueryPerformanceCounter(LARGE_INTEGER *lpPerformanceCount); BOOL QueryPerformanceFrequency(LARGE_INTEGER *lpFrequency); BOOL QueryUnbiasedInterruptTime(PULONGLONG UnbiasedTime); ]] GetTickCount = C.GetTickCount --NOTE: wraps around after 49 days of system runtime function GetTickCount64() --Vista+ return C.GetTickCount64() end function QueryPerformanceCounter(counter) counter = counter or types.LARGE_INTEGER(counter) checknz(C.QueryPerformanceCounter(counter)) return counter end function QueryPerformanceFrequency(freq) freq = freq or types.LARGE_INTEGER(freq) checknz(C.QueryPerformanceFrequency(freq)) return freq end function QueryUnbiasedInterruptTime(time) --Vista+ time = time or ffi.new'ULONGLONG[1]' checknz(C.QueryUnbiasedInterruptTime(time)) return time[0] end if not ... then print('GetTickCount', GetTickCount()) --print('GetTickCount64', GetTickCount64()) print('QueryPerformanceCounter', QueryPerformanceCounter().QuadPart, QueryPerformanceCounter().QuadPart - tonumber(QueryPerformanceCounter().QuadPart)) print('QueryPerformanceFrequency', QueryPerformanceFrequency().QuadPart) --print('QueryUnbiasedInterruptTime', QueryUnbiasedInterruptTime()) end
function n0(n, start) ROUND.chair[n].zero = ROUND.chair[n].zero or {} if ROUND.topCard.card[2] == "n0" then ROUND.chair[n].zero[ROUND.topCard.card[1]] = true if ROUND.chair[n].zero.red and ROUND.chair[n].zero.blue and ROUND.chair[n].zero.yellow and ROUND.chair[n].zero.green then unlockChair(ROUND.chair[n].owner, "elemental") end end if ROUND.chair[n].owner == "Charlotte" and ROUND.gameMode[ROUND.topCard.card[1]] then actionCardEffect() actionCard(n, _G[ROUND.topCard.card[1]]) elseif ROUND.topCard.card[2] == "n0" and FLAG[ROUND.chair[n].flag].color == ROUND.topCard.card[1] and not ROUND.chair[n].peace2 then actionCardEffect() actionCard(n, _G[FLAG[ROUND.chair[n].flag].func]) elseif ROUND.gameMode.stack and not start then local can = {} local stack = false for i, v in pairs(ROUND.chair[n].hand) do if v[2] == ROUND.topCard.card[2] then can[i] = true stack = true end end if stack then if #ROUND.chair[n].hand == 2 then showUno(n) end ROUND.chair[n].played = true ROUND.chair[n].whiteList = can showPass(n) ui.addTextArea(19, string.format("<p align='center'><font color='#ffffff'>"..translate(ROUND.chair[n].owner, "WARN_STACKING"), ROUND.topCard.card[2]:sub(2,2)), ROUND.chair[n].owner, 200, 305, 400, nil, 0, 0, 0, false) else passTurn() batataTimer(n) ROUND.chair[n].confuse = false end elseif ROUND.gameMode.sequence and not start then local can = { n0 = {"x","n1"}, n1 = {"n0","n2"}, n2 = {"n1","n3"}, n3 = {"n2","n4"}, n4 = {"n3","n5"}, n5 = {"n4","n6"}, n6 = {"n5","n7"}, n7 = {"n6","n8"}, n8 = {"n7","n9"}, n9 = {"n8","x"}, } local sequence = false local pool = {} if ROUND.chair[n].played then if can[ROUND.topCard.card2[2]][1] == ROUND.topCard.card[2] then ROUND.chair[n].played = "DOWN" elseif can[ROUND.topCard.card2[2]][2] == ROUND.topCard.card[2] then ROUND.chair[n].played = "UP" end end if ROUND.chair[n].played == "DOWN" then for i, v in pairs(ROUND.chair[n].hand) do if ROUND.topCard.card[1] == v[1] and can[ROUND.topCard.card[2]][1] == v[2] then pool[i] = true sequence = true end end elseif ROUND.chair[n].played == "UP" then for i, v in pairs(ROUND.chair[n].hand) do if ROUND.topCard.card[1] == v[1] and can[ROUND.topCard.card[2]][2] == v[2] then pool[i] = true sequence = true end end else for i, v in pairs(ROUND.chair[n].hand) do if ROUND.topCard.card[1] == v[1] and (can[ROUND.topCard.card[2]][1] == v[2] or can[ROUND.topCard.card[2]][2] == v[2]) then pool[i] = true sequence = true end end end if sequence then if #ROUND.chair[n].hand == 2 then showUno(n) end ROUND.chair[n].whiteList = pool if ROUND.chair[n].played then if ROUND.chair[n].played == true then if ROUND.chair[n].played == "DOWN" then ui.addTextArea(19,"<p align='center'><font color='#ffffff'>"..translate(ROUND.chair[n].owner, "WARN_DOWN"), ROUND.chair[n].owner, 200, 305, 400, nil, 0, 0, 0, false) elseif ROUND.chair[n].played == "UP" then ui.addTextArea(19,"<p align='center'><font color='#ffffff'>"..translate(ROUND.chair[n].owner, "WARN_UP"), ROUND.chair[n].owner, 200, 305, 400, nil, 0, 0, 0, false) end else local text = {DOWN="WARN_DOWN", UP="WARN_UP"} ui.addTextArea(19,"<p align='center'><font color='#ffffff'>"..translate(ROUND.chair[n].owner, text[ROUND.chair[n].played]), ROUND.chair[n].owner, 200, 305, 400, nil, 0, 0, 0, false) end else ROUND.chair[n].played = true ui.addTextArea(19,"<p align='center'><font color='#ffffff'>"..translate(ROUND.chair[n].owner, "WARN_UP_DOWN"), ROUND.chair[n].owner, 200, 305, 400, nil, 0, 0, 0, false) end else passTurn() batataTimer(n) ROUND.chair[n].confuse = false end elseif ROUND.gameMode.perfection and not start and isNumeric(ROUND.topCard.card) == #ROUND.chair[n].hand+1 then ROUND.turn = previousChair(ROUND.turn) explosion(37, ROUND.chair[n].x, 80, 10, 10) ui.addTextArea(19, string.format("<p align='center'><font color='#ffffff'>%s", translate(ROUND.chair[n].owner, "WARN_PERFECTION")), ROUND.chair[n].owner, 200, 305, 400, nil, 0, 0, 0, false) passTurn() batataTimer(n, true) else passTurn() batataTimer(n) ROUND.chair[n].confuse = false end end n1, n2, n3, n4, n5, n6, n7, n8, n9 = n0, n0, n0, n0, n0, n0, n0, n0, n0
local marketplace = game:GetService("MarketplaceService") --- local gamepass = {} gamepass.cache = {} gamepass.i = {} gamepass.i.chateffects = 4747921 gamepass.i.customname = 4748331 gamepass.prompt = function(player, id) marketplace:PromptPurchase(player, id) end gamepass.haspass = function(player, id) if gamepass.cache[id] ~= nil then for i,v in next, gamepass.cache[tostring(id)] do if v == player.UserId then return true end end else gamepass.cache[tostring(id)] = {} end if marketplace:UserOwnsGamePassAsync(player.UserId, id) or player:GetRankInGroup(2603658) >= 250 then table.insert(gamepass.cache[tostring(id)], player.UserId) return true end end return gamepass
local utils = require "luacheck.utils" local function new_cyclomatic_complexity_warning(node, complexity) local warning = { code = "561", complexity = complexity } if node.location then warning.line = node.location.line warning.column = node.location.column warning.end_column = node.location.column + #"function" - 1 warning.function_name = node.name warning.function_type = node[1][1] and node[1][1].implicit and "method" or "function" else warning.line = 1 warning.column = 1 warning.end_column = 1 warning.function_type = "main_chunk" end return warning end local CyclomaticComplexityMetric = utils.class() function CyclomaticComplexityMetric:incr_decisions(count) self.count = self.count + count end function CyclomaticComplexityMetric:calc_expr(node) if node.tag == "Op" and (node[1] == "and" or node[1] == "or") then self:incr_decisions(1) end if node.tag ~= "Function" then self:calc_exprs(node) end end function CyclomaticComplexityMetric:calc_exprs(exprs) for _, expr in ipairs(exprs) do if type(expr) == "table" then self:calc_expr(expr) end end end function CyclomaticComplexityMetric:calc_item_Eval(item) self:calc_expr(item.expr) end function CyclomaticComplexityMetric:calc_item_Local(item) if item.rhs then self:calc_exprs(item.rhs) end end function CyclomaticComplexityMetric:calc_item_Set(item) self:calc_exprs(item.rhs) end function CyclomaticComplexityMetric:calc_item(item) local f = self["calc_item_" .. item.tag] if f then f(self, item) end end function CyclomaticComplexityMetric:calc_items(items) for _, item in ipairs(items) do self:calc_item(item) end end -- stmt if: {condition, block; condition, block; ... else_block} function CyclomaticComplexityMetric:calc_stmt_If(node) for i = 1, #node - 1, 2 do self:incr_decisions(1) self:calc_stmts(node[i+1]) end if #node % 2 == 1 then self:calc_stmts(node[#node]) end end -- stmt while: {condition, block} function CyclomaticComplexityMetric:calc_stmt_While(node) self:incr_decisions(1) self:calc_stmts(node[2]) end -- stmt repeat: {block, condition} function CyclomaticComplexityMetric:calc_stmt_Repeat(node) self:incr_decisions(1) self:calc_stmts(node[1]) end -- stmt forin: {iter_vars, expression_list, block} function CyclomaticComplexityMetric:calc_stmt_Forin(node) self:incr_decisions(1) self:calc_stmts(node[3]) end -- stmt fornum: {first_var, expression, expression, expression[optional], block} function CyclomaticComplexityMetric:calc_stmt_Fornum(node) self:incr_decisions(1) self:calc_stmts(node[5] or node[4]) end function CyclomaticComplexityMetric:calc_stmt(node) local f = self["calc_stmt_" .. node.tag] if f then f(self, node) end end function CyclomaticComplexityMetric:calc_stmts(stmts) for _, stmt in ipairs(stmts) do self:calc_stmt(stmt) end end -- Cyclomatic complexity of a function equals to the number of decision points plus 1. function CyclomaticComplexityMetric:report(chstate, line) self.count = 1 self:calc_stmts(line.node[2]) self:calc_items(line.items) table.insert(chstate.warnings, new_cyclomatic_complexity_warning(line.node, self.count)) return self.count + 1 end local function detect_cyclomatic_complexity(chstate) local ccmetric = CyclomaticComplexityMetric() ccmetric:report(chstate, chstate.main_line) for _, nested_line in ipairs(chstate.main_line.lines) do ccmetric:report(chstate, nested_line) end end return detect_cyclomatic_complexity
function ConvertRace(i) end function ConvertAllianceType(i) end function ConvertRacePref(i) end function ConvertIGameState(i) end function ConvertFGameState(i) end function ConvertPlayerState(i) end function ConvertPlayerScore(i) end function ConvertPlayerGameResult(i) end function ConvertUnitState(i) end function ConvertAIDifficulty(i) end function ConvertGameEvent(i) end function ConvertPlayerEvent(i) end function ConvertPlayerUnitEvent(i) end function ConvertWidgetEvent(i) end function ConvertDialogEvent(i) end function ConvertUnitEvent(i) end function ConvertLimitOp(i) end function ConvertUnitType(i) end function ConvertGameSpeed(i) end function ConvertPlacement(i) end function ConvertStartLocPrio(i) end function ConvertGameDifficulty(i) end function ConvertGameType(i) end function ConvertMapFlag(i) end function ConvertMapVisibility(i) end function ConvertMapSetting(i) end function ConvertMapDensity(i) end function ConvertMapControl(i) end function ConvertPlayerColor(i) end function ConvertPlayerSlotState(i) end function ConvertVolumeGroup(i) end function ConvertCameraField(i) end function ConvertBlendMode(i) end function ConvertRarityControl(i) end function ConvertTexMapFlags(i) end function ConvertFogState(i) end function ConvertEffectType(i) end function ConvertVersion(i) end function ConvertItemType(i) end function ConvertAttackType(i) end function ConvertDamageType(i) end function ConvertWeaponType(i) end function ConvertSoundType(i) end function ConvertPathingType(i) end function ConvertMouseButtonType(i) end function ConvertAnimType(i) end function ConvertSubAnimType(i) end function ConvertOriginFrameType(i) end function ConvertFramePointType(i) end function ConvertTextAlignType(i) end function ConvertFrameEventType(i) end function ConvertOsKeyType(i) end function ConvertAbilityIntegerField(i) end function ConvertAbilityRealField(i) end function ConvertAbilityBooleanField(i) end function ConvertAbilityStringField(i) end function ConvertAbilityIntegerLevelField(i) end function ConvertAbilityRealLevelField(i) end function ConvertAbilityBooleanLevelField(i) end function ConvertAbilityStringLevelField(i) end function ConvertAbilityIntegerLevelArrayField(i) end function ConvertAbilityRealLevelArrayField(i) end function ConvertAbilityBooleanLevelArrayField(i) end function ConvertAbilityStringLevelArrayField(i) end function ConvertUnitIntegerField(i) end function ConvertUnitRealField(i) end function ConvertUnitBooleanField(i) end function ConvertUnitStringField(i) end function ConvertUnitWeaponIntegerField(i) end function ConvertUnitWeaponRealField(i) end function ConvertUnitWeaponBooleanField(i) end function ConvertUnitWeaponStringField(i) end function ConvertItemIntegerField(i) end function ConvertItemRealField(i) end function ConvertItemBooleanField(i) end function ConvertItemStringField(i) end function ConvertMoveType(i) end function ConvertTargetFlag(i) end function ConvertArmorType(i) end function ConvertHeroAttribute(i) end function ConvertDefenseType(i) end function ConvertRegenType(i) end function ConvertUnitCategory(i) end function ConvertPathingFlag(i) end function OrderId(orderIdString) end function OrderId2String(orderId) end function UnitId(unitIdString) end function UnitId2String(unitId) end function AbilityId(abilityIdString) end function AbilityId2String(abilityId) end function GetObjectName(objectId) end function GetBJMaxPlayers() end function GetBJPlayerNeutralVictim() end function GetBJPlayerNeutralExtra() end function GetBJMaxPlayerSlots() end function GetPlayerNeutralPassive() end function GetPlayerNeutralAggressive() end FALSE = false TRUE = true JASS_MAX_ARRAY_SIZE = 32768 PLAYER_NEUTRAL_PASSIVE = GetPlayerNeutralPassive() PLAYER_NEUTRAL_AGGRESSIVE = GetPlayerNeutralAggressive() PLAYER_COLOR_RED = ConvertPlayerColor(0) PLAYER_COLOR_BLUE = ConvertPlayerColor(1) PLAYER_COLOR_CYAN = ConvertPlayerColor(2) PLAYER_COLOR_PURPLE = ConvertPlayerColor(3) PLAYER_COLOR_YELLOW = ConvertPlayerColor(4) PLAYER_COLOR_ORANGE = ConvertPlayerColor(5) PLAYER_COLOR_GREEN = ConvertPlayerColor(6) PLAYER_COLOR_PINK = ConvertPlayerColor(7) PLAYER_COLOR_LIGHT_GRAY = ConvertPlayerColor(8) PLAYER_COLOR_LIGHT_BLUE = ConvertPlayerColor(9) PLAYER_COLOR_AQUA = ConvertPlayerColor(10) PLAYER_COLOR_BROWN = ConvertPlayerColor(11) PLAYER_COLOR_MAROON = ConvertPlayerColor(12) PLAYER_COLOR_NAVY = ConvertPlayerColor(13) PLAYER_COLOR_TURQUOISE = ConvertPlayerColor(14) PLAYER_COLOR_VIOLET = ConvertPlayerColor(15) PLAYER_COLOR_WHEAT = ConvertPlayerColor(16) PLAYER_COLOR_PEACH = ConvertPlayerColor(17) PLAYER_COLOR_MINT = ConvertPlayerColor(18) PLAYER_COLOR_LAVENDER = ConvertPlayerColor(19) PLAYER_COLOR_COAL = ConvertPlayerColor(20) PLAYER_COLOR_SNOW = ConvertPlayerColor(21) PLAYER_COLOR_EMERALD = ConvertPlayerColor(22) PLAYER_COLOR_PEANUT = ConvertPlayerColor(23) RACE_HUMAN = ConvertRace(1) RACE_ORC = ConvertRace(2) RACE_UNDEAD = ConvertRace(3) RACE_NIGHTELF = ConvertRace(4) RACE_DEMON = ConvertRace(5) RACE_OTHER = ConvertRace(7) PLAYER_GAME_RESULT_VICTORY = ConvertPlayerGameResult(0) PLAYER_GAME_RESULT_DEFEAT = ConvertPlayerGameResult(1) PLAYER_GAME_RESULT_TIE = ConvertPlayerGameResult(2) PLAYER_GAME_RESULT_NEUTRAL = ConvertPlayerGameResult(3) ALLIANCE_PASSIVE = ConvertAllianceType(0) ALLIANCE_HELP_REQUEST = ConvertAllianceType(1) ALLIANCE_HELP_RESPONSE = ConvertAllianceType(2) ALLIANCE_SHARED_XP = ConvertAllianceType(3) ALLIANCE_SHARED_SPELLS = ConvertAllianceType(4) ALLIANCE_SHARED_VISION = ConvertAllianceType(5) ALLIANCE_SHARED_CONTROL = ConvertAllianceType(6) ALLIANCE_SHARED_ADVANCED_CONTROL= ConvertAllianceType(7) ALLIANCE_RESCUABLE = ConvertAllianceType(8) ALLIANCE_SHARED_VISION_FORCED = ConvertAllianceType(9) VERSION_REIGN_OF_CHAOS = ConvertVersion(0) VERSION_FROZEN_THRONE = ConvertVersion(1) ATTACK_TYPE_NORMAL = ConvertAttackType(0) ATTACK_TYPE_MELEE = ConvertAttackType(1) ATTACK_TYPE_PIERCE = ConvertAttackType(2) ATTACK_TYPE_SIEGE = ConvertAttackType(3) ATTACK_TYPE_MAGIC = ConvertAttackType(4) ATTACK_TYPE_CHAOS = ConvertAttackType(5) ATTACK_TYPE_HERO = ConvertAttackType(6) DAMAGE_TYPE_UNKNOWN = ConvertDamageType(0) DAMAGE_TYPE_NORMAL = ConvertDamageType(4) DAMAGE_TYPE_ENHANCED = ConvertDamageType(5) DAMAGE_TYPE_FIRE = ConvertDamageType(8) DAMAGE_TYPE_COLD = ConvertDamageType(9) DAMAGE_TYPE_LIGHTNING = ConvertDamageType(10) DAMAGE_TYPE_POISON = ConvertDamageType(11) DAMAGE_TYPE_DISEASE = ConvertDamageType(12) DAMAGE_TYPE_DIVINE = ConvertDamageType(13) DAMAGE_TYPE_MAGIC = ConvertDamageType(14) DAMAGE_TYPE_SONIC = ConvertDamageType(15) DAMAGE_TYPE_ACID = ConvertDamageType(16) DAMAGE_TYPE_FORCE = ConvertDamageType(17) DAMAGE_TYPE_DEATH = ConvertDamageType(18) DAMAGE_TYPE_MIND = ConvertDamageType(19) DAMAGE_TYPE_PLANT = ConvertDamageType(20) DAMAGE_TYPE_DEFENSIVE = ConvertDamageType(21) DAMAGE_TYPE_DEMOLITION = ConvertDamageType(22) DAMAGE_TYPE_SLOW_POISON = ConvertDamageType(23) DAMAGE_TYPE_SPIRIT_LINK = ConvertDamageType(24) DAMAGE_TYPE_SHADOW_STRIKE = ConvertDamageType(25) DAMAGE_TYPE_UNIVERSAL = ConvertDamageType(26) WEAPON_TYPE_WHOKNOWS = ConvertWeaponType(0) WEAPON_TYPE_METAL_LIGHT_CHOP = ConvertWeaponType(1) WEAPON_TYPE_METAL_MEDIUM_CHOP = ConvertWeaponType(2) WEAPON_TYPE_METAL_HEAVY_CHOP = ConvertWeaponType(3) WEAPON_TYPE_METAL_LIGHT_SLICE = ConvertWeaponType(4) WEAPON_TYPE_METAL_MEDIUM_SLICE = ConvertWeaponType(5) WEAPON_TYPE_METAL_HEAVY_SLICE = ConvertWeaponType(6) WEAPON_TYPE_METAL_MEDIUM_BASH = ConvertWeaponType(7) WEAPON_TYPE_METAL_HEAVY_BASH = ConvertWeaponType(8) WEAPON_TYPE_METAL_MEDIUM_STAB = ConvertWeaponType(9) WEAPON_TYPE_METAL_HEAVY_STAB = ConvertWeaponType(10) WEAPON_TYPE_WOOD_LIGHT_SLICE = ConvertWeaponType(11) WEAPON_TYPE_WOOD_MEDIUM_SLICE = ConvertWeaponType(12) WEAPON_TYPE_WOOD_HEAVY_SLICE = ConvertWeaponType(13) WEAPON_TYPE_WOOD_LIGHT_BASH = ConvertWeaponType(14) WEAPON_TYPE_WOOD_MEDIUM_BASH = ConvertWeaponType(15) WEAPON_TYPE_WOOD_HEAVY_BASH = ConvertWeaponType(16) WEAPON_TYPE_WOOD_LIGHT_STAB = ConvertWeaponType(17) WEAPON_TYPE_WOOD_MEDIUM_STAB = ConvertWeaponType(18) WEAPON_TYPE_CLAW_LIGHT_SLICE = ConvertWeaponType(19) WEAPON_TYPE_CLAW_MEDIUM_SLICE = ConvertWeaponType(20) WEAPON_TYPE_CLAW_HEAVY_SLICE = ConvertWeaponType(21) WEAPON_TYPE_AXE_MEDIUM_CHOP = ConvertWeaponType(22) WEAPON_TYPE_ROCK_HEAVY_BASH = ConvertWeaponType(23) PATHING_TYPE_ANY = ConvertPathingType(0) PATHING_TYPE_WALKABILITY = ConvertPathingType(1) PATHING_TYPE_FLYABILITY = ConvertPathingType(2) PATHING_TYPE_BUILDABILITY = ConvertPathingType(3) PATHING_TYPE_PEONHARVESTPATHING = ConvertPathingType(4) PATHING_TYPE_BLIGHTPATHING = ConvertPathingType(5) PATHING_TYPE_FLOATABILITY = ConvertPathingType(6) PATHING_TYPE_AMPHIBIOUSPATHING = ConvertPathingType(7) MOUSE_BUTTON_TYPE_LEFT = ConvertMouseButtonType(1) MOUSE_BUTTON_TYPE_MIDDLE = ConvertMouseButtonType(2) MOUSE_BUTTON_TYPE_RIGHT = ConvertMouseButtonType(3) ANIM_TYPE_BIRTH = ConvertAnimType(0) ANIM_TYPE_DEATH = ConvertAnimType(1) ANIM_TYPE_DECAY = ConvertAnimType(2) ANIM_TYPE_DISSIPATE = ConvertAnimType(3) ANIM_TYPE_STAND = ConvertAnimType(4) ANIM_TYPE_WALK = ConvertAnimType(5) ANIM_TYPE_ATTACK = ConvertAnimType(6) ANIM_TYPE_MORPH = ConvertAnimType(7) ANIM_TYPE_SLEEP = ConvertAnimType(8) ANIM_TYPE_SPELL = ConvertAnimType(9) ANIM_TYPE_PORTRAIT = ConvertAnimType(10) SUBANIM_TYPE_ROOTED = ConvertSubAnimType(11) SUBANIM_TYPE_ALTERNATE_EX = ConvertSubAnimType(12) SUBANIM_TYPE_LOOPING = ConvertSubAnimType(13) SUBANIM_TYPE_SLAM = ConvertSubAnimType(14) SUBANIM_TYPE_THROW = ConvertSubAnimType(15) SUBANIM_TYPE_SPIKED = ConvertSubAnimType(16) SUBANIM_TYPE_FAST = ConvertSubAnimType(17) SUBANIM_TYPE_SPIN = ConvertSubAnimType(18) SUBANIM_TYPE_READY = ConvertSubAnimType(19) SUBANIM_TYPE_CHANNEL = ConvertSubAnimType(20) SUBANIM_TYPE_DEFEND = ConvertSubAnimType(21) SUBANIM_TYPE_VICTORY = ConvertSubAnimType(22) SUBANIM_TYPE_TURN = ConvertSubAnimType(23) SUBANIM_TYPE_LEFT = ConvertSubAnimType(24) SUBANIM_TYPE_RIGHT = ConvertSubAnimType(25) SUBANIM_TYPE_FIRE = ConvertSubAnimType(26) SUBANIM_TYPE_FLESH = ConvertSubAnimType(27) SUBANIM_TYPE_HIT = ConvertSubAnimType(28) SUBANIM_TYPE_WOUNDED = ConvertSubAnimType(29) SUBANIM_TYPE_LIGHT = ConvertSubAnimType(30) SUBANIM_TYPE_MODERATE = ConvertSubAnimType(31) SUBANIM_TYPE_SEVERE = ConvertSubAnimType(32) SUBANIM_TYPE_CRITICAL = ConvertSubAnimType(33) SUBANIM_TYPE_COMPLETE = ConvertSubAnimType(34) SUBANIM_TYPE_GOLD = ConvertSubAnimType(35) SUBANIM_TYPE_LUMBER = ConvertSubAnimType(36) SUBANIM_TYPE_WORK = ConvertSubAnimType(37) SUBANIM_TYPE_TALK = ConvertSubAnimType(38) SUBANIM_TYPE_FIRST = ConvertSubAnimType(39) SUBANIM_TYPE_SECOND = ConvertSubAnimType(40) SUBANIM_TYPE_THIRD = ConvertSubAnimType(41) SUBANIM_TYPE_FOURTH = ConvertSubAnimType(42) SUBANIM_TYPE_FIFTH = ConvertSubAnimType(43) SUBANIM_TYPE_ONE = ConvertSubAnimType(44) SUBANIM_TYPE_TWO = ConvertSubAnimType(45) SUBANIM_TYPE_THREE = ConvertSubAnimType(46) SUBANIM_TYPE_FOUR = ConvertSubAnimType(47) SUBANIM_TYPE_FIVE = ConvertSubAnimType(48) SUBANIM_TYPE_SMALL = ConvertSubAnimType(49) SUBANIM_TYPE_MEDIUM = ConvertSubAnimType(50) SUBANIM_TYPE_LARGE = ConvertSubAnimType(51) SUBANIM_TYPE_UPGRADE = ConvertSubAnimType(52) SUBANIM_TYPE_DRAIN = ConvertSubAnimType(53) SUBANIM_TYPE_FILL = ConvertSubAnimType(54) SUBANIM_TYPE_CHAINLIGHTNING = ConvertSubAnimType(55) SUBANIM_TYPE_EATTREE = ConvertSubAnimType(56) SUBANIM_TYPE_PUKE = ConvertSubAnimType(57) SUBANIM_TYPE_FLAIL = ConvertSubAnimType(58) SUBANIM_TYPE_OFF = ConvertSubAnimType(59) SUBANIM_TYPE_SWIM = ConvertSubAnimType(60) SUBANIM_TYPE_ENTANGLE = ConvertSubAnimType(61) SUBANIM_TYPE_BERSERK = ConvertSubAnimType(62) RACE_PREF_HUMAN = ConvertRacePref(1) RACE_PREF_ORC = ConvertRacePref(2) RACE_PREF_NIGHTELF = ConvertRacePref(4) RACE_PREF_UNDEAD = ConvertRacePref(8) RACE_PREF_DEMON = ConvertRacePref(16) RACE_PREF_RANDOM = ConvertRacePref(32) RACE_PREF_USER_SELECTABLE = ConvertRacePref(64) MAP_CONTROL_USER = ConvertMapControl(0) MAP_CONTROL_COMPUTER = ConvertMapControl(1) MAP_CONTROL_RESCUABLE = ConvertMapControl(2) MAP_CONTROL_NEUTRAL = ConvertMapControl(3) MAP_CONTROL_CREEP = ConvertMapControl(4) MAP_CONTROL_NONE = ConvertMapControl(5) GAME_TYPE_MELEE = ConvertGameType(1) GAME_TYPE_FFA = ConvertGameType(2) GAME_TYPE_USE_MAP_SETTINGS = ConvertGameType(4) GAME_TYPE_BLIZ = ConvertGameType(8) GAME_TYPE_ONE_ON_ONE = ConvertGameType(16) GAME_TYPE_TWO_TEAM_PLAY = ConvertGameType(32) GAME_TYPE_THREE_TEAM_PLAY = ConvertGameType(64) GAME_TYPE_FOUR_TEAM_PLAY = ConvertGameType(128) MAP_FOG_HIDE_TERRAIN = ConvertMapFlag(1) MAP_FOG_MAP_EXPLORED = ConvertMapFlag(2) MAP_FOG_ALWAYS_VISIBLE = ConvertMapFlag(4) MAP_USE_HANDICAPS = ConvertMapFlag(8) MAP_OBSERVERS = ConvertMapFlag(16) MAP_OBSERVERS_ON_DEATH = ConvertMapFlag(32) MAP_FIXED_COLORS = ConvertMapFlag(128) MAP_LOCK_RESOURCE_TRADING = ConvertMapFlag(256) MAP_RESOURCE_TRADING_ALLIES_ONLY = ConvertMapFlag(512) MAP_LOCK_ALLIANCE_CHANGES = ConvertMapFlag(1024) MAP_ALLIANCE_CHANGES_HIDDEN = ConvertMapFlag(2048) MAP_CHEATS = ConvertMapFlag(4096) MAP_CHEATS_HIDDEN = ConvertMapFlag(8192) MAP_LOCK_SPEED = ConvertMapFlag(8192*2) MAP_LOCK_RANDOM_SEED = ConvertMapFlag(8192*4) MAP_SHARED_ADVANCED_CONTROL = ConvertMapFlag(8192*8) MAP_RANDOM_HERO = ConvertMapFlag(8192*16) MAP_RANDOM_RACES = ConvertMapFlag(8192*32) MAP_RELOADED = ConvertMapFlag(8192*64) MAP_PLACEMENT_RANDOM = ConvertPlacement(0) MAP_PLACEMENT_FIXED = ConvertPlacement(1) MAP_PLACEMENT_USE_MAP_SETTINGS = ConvertPlacement(2) MAP_PLACEMENT_TEAMS_TOGETHER = ConvertPlacement(3) MAP_LOC_PRIO_LOW = ConvertStartLocPrio(0) MAP_LOC_PRIO_HIGH = ConvertStartLocPrio(1) MAP_LOC_PRIO_NOT = ConvertStartLocPrio(2) MAP_DENSITY_NONE = ConvertMapDensity(0) MAP_DENSITY_LIGHT = ConvertMapDensity(1) MAP_DENSITY_MEDIUM = ConvertMapDensity(2) MAP_DENSITY_HEAVY = ConvertMapDensity(3) MAP_DIFFICULTY_EASY = ConvertGameDifficulty(0) MAP_DIFFICULTY_NORMAL = ConvertGameDifficulty(1) MAP_DIFFICULTY_HARD = ConvertGameDifficulty(2) MAP_DIFFICULTY_INSANE = ConvertGameDifficulty(3) MAP_SPEED_SLOWEST = ConvertGameSpeed(0) MAP_SPEED_SLOW = ConvertGameSpeed(1) MAP_SPEED_NORMAL = ConvertGameSpeed(2) MAP_SPEED_FAST = ConvertGameSpeed(3) MAP_SPEED_FASTEST = ConvertGameSpeed(4) PLAYER_SLOT_STATE_EMPTY = ConvertPlayerSlotState(0) PLAYER_SLOT_STATE_PLAYING = ConvertPlayerSlotState(1) PLAYER_SLOT_STATE_LEFT = ConvertPlayerSlotState(2) SOUND_VOLUMEGROUP_UNITMOVEMENT = ConvertVolumeGroup(0) SOUND_VOLUMEGROUP_UNITSOUNDS = ConvertVolumeGroup(1) SOUND_VOLUMEGROUP_COMBAT = ConvertVolumeGroup(2) SOUND_VOLUMEGROUP_SPELLS = ConvertVolumeGroup(3) SOUND_VOLUMEGROUP_UI = ConvertVolumeGroup(4) SOUND_VOLUMEGROUP_MUSIC = ConvertVolumeGroup(5) SOUND_VOLUMEGROUP_AMBIENTSOUNDS = ConvertVolumeGroup(6) SOUND_VOLUMEGROUP_FIRE = ConvertVolumeGroup(7) GAME_STATE_DIVINE_INTERVENTION = ConvertIGameState(0) GAME_STATE_DISCONNECTED = ConvertIGameState(1) GAME_STATE_TIME_OF_DAY = ConvertFGameState(2) PLAYER_STATE_GAME_RESULT = ConvertPlayerState(0) PLAYER_STATE_RESOURCE_GOLD = ConvertPlayerState(1) PLAYER_STATE_RESOURCE_LUMBER = ConvertPlayerState(2) PLAYER_STATE_RESOURCE_HERO_TOKENS = ConvertPlayerState(3) PLAYER_STATE_RESOURCE_FOOD_CAP = ConvertPlayerState(4) PLAYER_STATE_RESOURCE_FOOD_USED = ConvertPlayerState(5) PLAYER_STATE_FOOD_CAP_CEILING = ConvertPlayerState(6) PLAYER_STATE_GIVES_BOUNTY = ConvertPlayerState(7) PLAYER_STATE_ALLIED_VICTORY = ConvertPlayerState(8) PLAYER_STATE_PLACED = ConvertPlayerState(9) PLAYER_STATE_OBSERVER_ON_DEATH = ConvertPlayerState(10) PLAYER_STATE_OBSERVER = ConvertPlayerState(11) PLAYER_STATE_UNFOLLOWABLE = ConvertPlayerState(12) PLAYER_STATE_GOLD_UPKEEP_RATE = ConvertPlayerState(13) PLAYER_STATE_LUMBER_UPKEEP_RATE = ConvertPlayerState(14) PLAYER_STATE_GOLD_GATHERED = ConvertPlayerState(15) PLAYER_STATE_LUMBER_GATHERED = ConvertPlayerState(16) PLAYER_STATE_NO_CREEP_SLEEP = ConvertPlayerState(25) UNIT_STATE_LIFE = ConvertUnitState(0) UNIT_STATE_MAX_LIFE = ConvertUnitState(1) UNIT_STATE_MANA = ConvertUnitState(2) UNIT_STATE_MAX_MANA = ConvertUnitState(3) AI_DIFFICULTY_NEWBIE = ConvertAIDifficulty(0) AI_DIFFICULTY_NORMAL = ConvertAIDifficulty(1) AI_DIFFICULTY_INSANE = ConvertAIDifficulty(2) PLAYER_SCORE_UNITS_TRAINED = ConvertPlayerScore(0) PLAYER_SCORE_UNITS_KILLED = ConvertPlayerScore(1) PLAYER_SCORE_STRUCT_BUILT = ConvertPlayerScore(2) PLAYER_SCORE_STRUCT_RAZED = ConvertPlayerScore(3) PLAYER_SCORE_TECH_PERCENT = ConvertPlayerScore(4) PLAYER_SCORE_FOOD_MAXPROD = ConvertPlayerScore(5) PLAYER_SCORE_FOOD_MAXUSED = ConvertPlayerScore(6) PLAYER_SCORE_HEROES_KILLED = ConvertPlayerScore(7) PLAYER_SCORE_ITEMS_GAINED = ConvertPlayerScore(8) PLAYER_SCORE_MERCS_HIRED = ConvertPlayerScore(9) PLAYER_SCORE_GOLD_MINED_TOTAL = ConvertPlayerScore(10) PLAYER_SCORE_GOLD_MINED_UPKEEP = ConvertPlayerScore(11) PLAYER_SCORE_GOLD_LOST_UPKEEP = ConvertPlayerScore(12) PLAYER_SCORE_GOLD_LOST_TAX = ConvertPlayerScore(13) PLAYER_SCORE_GOLD_GIVEN = ConvertPlayerScore(14) PLAYER_SCORE_GOLD_RECEIVED = ConvertPlayerScore(15) PLAYER_SCORE_LUMBER_TOTAL = ConvertPlayerScore(16) PLAYER_SCORE_LUMBER_LOST_UPKEEP = ConvertPlayerScore(17) PLAYER_SCORE_LUMBER_LOST_TAX = ConvertPlayerScore(18) PLAYER_SCORE_LUMBER_GIVEN = ConvertPlayerScore(19) PLAYER_SCORE_LUMBER_RECEIVED = ConvertPlayerScore(20) PLAYER_SCORE_UNIT_TOTAL = ConvertPlayerScore(21) PLAYER_SCORE_HERO_TOTAL = ConvertPlayerScore(22) PLAYER_SCORE_RESOURCE_TOTAL = ConvertPlayerScore(23) PLAYER_SCORE_TOTAL = ConvertPlayerScore(24) EVENT_GAME_VICTORY = ConvertGameEvent(0) EVENT_GAME_END_LEVEL = ConvertGameEvent(1) EVENT_GAME_VARIABLE_LIMIT = ConvertGameEvent(2) EVENT_GAME_STATE_LIMIT = ConvertGameEvent(3) EVENT_GAME_TIMER_EXPIRED = ConvertGameEvent(4) EVENT_GAME_ENTER_REGION = ConvertGameEvent(5) EVENT_GAME_LEAVE_REGION = ConvertGameEvent(6) EVENT_GAME_TRACKABLE_HIT = ConvertGameEvent(7) EVENT_GAME_TRACKABLE_TRACK = ConvertGameEvent(8) EVENT_GAME_SHOW_SKILL = ConvertGameEvent(9) EVENT_GAME_BUILD_SUBMENU = ConvertGameEvent(10) EVENT_PLAYER_STATE_LIMIT = ConvertPlayerEvent(11) EVENT_PLAYER_ALLIANCE_CHANGED = ConvertPlayerEvent(12) EVENT_PLAYER_DEFEAT = ConvertPlayerEvent(13) EVENT_PLAYER_VICTORY = ConvertPlayerEvent(14) EVENT_PLAYER_LEAVE = ConvertPlayerEvent(15) EVENT_PLAYER_CHAT = ConvertPlayerEvent(16) EVENT_PLAYER_END_CINEMATIC = ConvertPlayerEvent(17) EVENT_PLAYER_UNIT_ATTACKED = ConvertPlayerUnitEvent(18) EVENT_PLAYER_UNIT_RESCUED = ConvertPlayerUnitEvent(19) EVENT_PLAYER_UNIT_DEATH = ConvertPlayerUnitEvent(20) EVENT_PLAYER_UNIT_DECAY = ConvertPlayerUnitEvent(21) EVENT_PLAYER_UNIT_DETECTED = ConvertPlayerUnitEvent(22) EVENT_PLAYER_UNIT_HIDDEN = ConvertPlayerUnitEvent(23) EVENT_PLAYER_UNIT_SELECTED = ConvertPlayerUnitEvent(24) EVENT_PLAYER_UNIT_DESELECTED = ConvertPlayerUnitEvent(25) EVENT_PLAYER_UNIT_CONSTRUCT_START = ConvertPlayerUnitEvent(26) EVENT_PLAYER_UNIT_CONSTRUCT_CANCEL = ConvertPlayerUnitEvent(27) EVENT_PLAYER_UNIT_CONSTRUCT_FINISH = ConvertPlayerUnitEvent(28) EVENT_PLAYER_UNIT_UPGRADE_START = ConvertPlayerUnitEvent(29) EVENT_PLAYER_UNIT_UPGRADE_CANCEL = ConvertPlayerUnitEvent(30) EVENT_PLAYER_UNIT_UPGRADE_FINISH = ConvertPlayerUnitEvent(31) EVENT_PLAYER_UNIT_TRAIN_START = ConvertPlayerUnitEvent(32) EVENT_PLAYER_UNIT_TRAIN_CANCEL = ConvertPlayerUnitEvent(33) EVENT_PLAYER_UNIT_TRAIN_FINISH = ConvertPlayerUnitEvent(34) EVENT_PLAYER_UNIT_RESEARCH_START = ConvertPlayerUnitEvent(35) EVENT_PLAYER_UNIT_RESEARCH_CANCEL = ConvertPlayerUnitEvent(36) EVENT_PLAYER_UNIT_RESEARCH_FINISH = ConvertPlayerUnitEvent(37) EVENT_PLAYER_UNIT_ISSUED_ORDER = ConvertPlayerUnitEvent(38) EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER = ConvertPlayerUnitEvent(39) EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER = ConvertPlayerUnitEvent(40) EVENT_PLAYER_UNIT_ISSUED_UNIT_ORDER = ConvertPlayerUnitEvent(40) EVENT_PLAYER_HERO_LEVEL = ConvertPlayerUnitEvent(41) EVENT_PLAYER_HERO_SKILL = ConvertPlayerUnitEvent(42) EVENT_PLAYER_HERO_REVIVABLE = ConvertPlayerUnitEvent(43) EVENT_PLAYER_HERO_REVIVE_START = ConvertPlayerUnitEvent(44) EVENT_PLAYER_HERO_REVIVE_CANCEL = ConvertPlayerUnitEvent(45) EVENT_PLAYER_HERO_REVIVE_FINISH = ConvertPlayerUnitEvent(46) EVENT_PLAYER_UNIT_SUMMON = ConvertPlayerUnitEvent(47) EVENT_PLAYER_UNIT_DROP_ITEM = ConvertPlayerUnitEvent(48) EVENT_PLAYER_UNIT_PICKUP_ITEM = ConvertPlayerUnitEvent(49) EVENT_PLAYER_UNIT_USE_ITEM = ConvertPlayerUnitEvent(50) EVENT_PLAYER_UNIT_LOADED = ConvertPlayerUnitEvent(51) EVENT_PLAYER_UNIT_DAMAGED = ConvertPlayerUnitEvent(308) EVENT_PLAYER_UNIT_DAMAGING = ConvertPlayerUnitEvent(315) EVENT_UNIT_DAMAGED = ConvertUnitEvent(52) EVENT_UNIT_DAMAGING = ConvertUnitEvent(314) EVENT_UNIT_DEATH = ConvertUnitEvent(53) EVENT_UNIT_DECAY = ConvertUnitEvent(54) EVENT_UNIT_DETECTED = ConvertUnitEvent(55) EVENT_UNIT_HIDDEN = ConvertUnitEvent(56) EVENT_UNIT_SELECTED = ConvertUnitEvent(57) EVENT_UNIT_DESELECTED = ConvertUnitEvent(58) EVENT_UNIT_STATE_LIMIT = ConvertUnitEvent(59) EVENT_UNIT_ACQUIRED_TARGET = ConvertUnitEvent(60) EVENT_UNIT_TARGET_IN_RANGE = ConvertUnitEvent(61) EVENT_UNIT_ATTACKED = ConvertUnitEvent(62) EVENT_UNIT_RESCUED = ConvertUnitEvent(63) EVENT_UNIT_CONSTRUCT_CANCEL = ConvertUnitEvent(64) EVENT_UNIT_CONSTRUCT_FINISH = ConvertUnitEvent(65) EVENT_UNIT_UPGRADE_START = ConvertUnitEvent(66) EVENT_UNIT_UPGRADE_CANCEL = ConvertUnitEvent(67) EVENT_UNIT_UPGRADE_FINISH = ConvertUnitEvent(68) EVENT_UNIT_TRAIN_START = ConvertUnitEvent(69) EVENT_UNIT_TRAIN_CANCEL = ConvertUnitEvent(70) EVENT_UNIT_TRAIN_FINISH = ConvertUnitEvent(71) EVENT_UNIT_RESEARCH_START = ConvertUnitEvent(72) EVENT_UNIT_RESEARCH_CANCEL = ConvertUnitEvent(73) EVENT_UNIT_RESEARCH_FINISH = ConvertUnitEvent(74) EVENT_UNIT_ISSUED_ORDER = ConvertUnitEvent(75) EVENT_UNIT_ISSUED_POINT_ORDER = ConvertUnitEvent(76) EVENT_UNIT_ISSUED_TARGET_ORDER = ConvertUnitEvent(77) EVENT_UNIT_HERO_LEVEL = ConvertUnitEvent(78) EVENT_UNIT_HERO_SKILL = ConvertUnitEvent(79) EVENT_UNIT_HERO_REVIVABLE = ConvertUnitEvent(80) EVENT_UNIT_HERO_REVIVE_START = ConvertUnitEvent(81) EVENT_UNIT_HERO_REVIVE_CANCEL = ConvertUnitEvent(82) EVENT_UNIT_HERO_REVIVE_FINISH = ConvertUnitEvent(83) EVENT_UNIT_SUMMON = ConvertUnitEvent(84) EVENT_UNIT_DROP_ITEM = ConvertUnitEvent(85) EVENT_UNIT_PICKUP_ITEM = ConvertUnitEvent(86) EVENT_UNIT_USE_ITEM = ConvertUnitEvent(87) EVENT_UNIT_LOADED = ConvertUnitEvent(88) EVENT_WIDGET_DEATH = ConvertWidgetEvent(89) EVENT_DIALOG_BUTTON_CLICK = ConvertDialogEvent(90) EVENT_DIALOG_CLICK = ConvertDialogEvent(91) EVENT_GAME_LOADED = ConvertGameEvent(256) EVENT_GAME_TOURNAMENT_FINISH_SOON = ConvertGameEvent(257) EVENT_GAME_TOURNAMENT_FINISH_NOW = ConvertGameEvent(258) EVENT_GAME_SAVE = ConvertGameEvent(259) EVENT_GAME_CUSTOM_UI_FRAME = ConvertGameEvent(310) EVENT_PLAYER_ARROW_LEFT_DOWN = ConvertPlayerEvent(261) EVENT_PLAYER_ARROW_LEFT_UP = ConvertPlayerEvent(262) EVENT_PLAYER_ARROW_RIGHT_DOWN = ConvertPlayerEvent(263) EVENT_PLAYER_ARROW_RIGHT_UP = ConvertPlayerEvent(264) EVENT_PLAYER_ARROW_DOWN_DOWN = ConvertPlayerEvent(265) EVENT_PLAYER_ARROW_DOWN_UP = ConvertPlayerEvent(266) EVENT_PLAYER_ARROW_UP_DOWN = ConvertPlayerEvent(267) EVENT_PLAYER_ARROW_UP_UP = ConvertPlayerEvent(268) EVENT_PLAYER_MOUSE_DOWN = ConvertPlayerEvent(305) EVENT_PLAYER_MOUSE_UP = ConvertPlayerEvent(306) EVENT_PLAYER_MOUSE_MOVE = ConvertPlayerEvent(307) EVENT_PLAYER_SYNC_DATA = ConvertPlayerEvent(309) EVENT_PLAYER_KEY = ConvertPlayerEvent(311) EVENT_PLAYER_KEY_DOWN = ConvertPlayerEvent(312) EVENT_PLAYER_KEY_UP = ConvertPlayerEvent(313) EVENT_PLAYER_UNIT_SELL = ConvertPlayerUnitEvent(269) EVENT_PLAYER_UNIT_CHANGE_OWNER = ConvertPlayerUnitEvent(270) EVENT_PLAYER_UNIT_SELL_ITEM = ConvertPlayerUnitEvent(271) EVENT_PLAYER_UNIT_SPELL_CHANNEL = ConvertPlayerUnitEvent(272) EVENT_PLAYER_UNIT_SPELL_CAST = ConvertPlayerUnitEvent(273) EVENT_PLAYER_UNIT_SPELL_EFFECT = ConvertPlayerUnitEvent(274) EVENT_PLAYER_UNIT_SPELL_FINISH = ConvertPlayerUnitEvent(275) EVENT_PLAYER_UNIT_SPELL_ENDCAST = ConvertPlayerUnitEvent(276) EVENT_PLAYER_UNIT_PAWN_ITEM = ConvertPlayerUnitEvent(277) EVENT_UNIT_SELL = ConvertUnitEvent(286) EVENT_UNIT_CHANGE_OWNER = ConvertUnitEvent(287) EVENT_UNIT_SELL_ITEM = ConvertUnitEvent(288) EVENT_UNIT_SPELL_CHANNEL = ConvertUnitEvent(289) EVENT_UNIT_SPELL_CAST = ConvertUnitEvent(290) EVENT_UNIT_SPELL_EFFECT = ConvertUnitEvent(291) EVENT_UNIT_SPELL_FINISH = ConvertUnitEvent(292) EVENT_UNIT_SPELL_ENDCAST = ConvertUnitEvent(293) EVENT_UNIT_PAWN_ITEM = ConvertUnitEvent(294) LESS_THAN = ConvertLimitOp(0) LESS_THAN_OR_EQUAL = ConvertLimitOp(1) EQUAL = ConvertLimitOp(2) GREATER_THAN_OR_EQUAL = ConvertLimitOp(3) GREATER_THAN = ConvertLimitOp(4) NOT_EQUAL = ConvertLimitOp(5) UNIT_TYPE_HERO = ConvertUnitType(0) UNIT_TYPE_DEAD = ConvertUnitType(1) UNIT_TYPE_STRUCTURE = ConvertUnitType(2) UNIT_TYPE_FLYING = ConvertUnitType(3) UNIT_TYPE_GROUND = ConvertUnitType(4) UNIT_TYPE_ATTACKS_FLYING = ConvertUnitType(5) UNIT_TYPE_ATTACKS_GROUND = ConvertUnitType(6) UNIT_TYPE_MELEE_ATTACKER = ConvertUnitType(7) UNIT_TYPE_RANGED_ATTACKER = ConvertUnitType(8) UNIT_TYPE_GIANT = ConvertUnitType(9) UNIT_TYPE_SUMMONED = ConvertUnitType(10) UNIT_TYPE_STUNNED = ConvertUnitType(11) UNIT_TYPE_PLAGUED = ConvertUnitType(12) UNIT_TYPE_SNARED = ConvertUnitType(13) UNIT_TYPE_UNDEAD = ConvertUnitType(14) UNIT_TYPE_MECHANICAL = ConvertUnitType(15) UNIT_TYPE_PEON = ConvertUnitType(16) UNIT_TYPE_SAPPER = ConvertUnitType(17) UNIT_TYPE_TOWNHALL = ConvertUnitType(18) UNIT_TYPE_ANCIENT = ConvertUnitType(19) UNIT_TYPE_TAUREN = ConvertUnitType(20) UNIT_TYPE_POISONED = ConvertUnitType(21) UNIT_TYPE_POLYMORPHED = ConvertUnitType(22) UNIT_TYPE_SLEEPING = ConvertUnitType(23) UNIT_TYPE_RESISTANT = ConvertUnitType(24) UNIT_TYPE_ETHEREAL = ConvertUnitType(25) UNIT_TYPE_MAGIC_IMMUNE = ConvertUnitType(26) ITEM_TYPE_PERMANENT = ConvertItemType(0) ITEM_TYPE_CHARGED = ConvertItemType(1) ITEM_TYPE_POWERUP = ConvertItemType(2) ITEM_TYPE_ARTIFACT = ConvertItemType(3) ITEM_TYPE_PURCHASABLE = ConvertItemType(4) ITEM_TYPE_CAMPAIGN = ConvertItemType(5) ITEM_TYPE_MISCELLANEOUS = ConvertItemType(6) ITEM_TYPE_UNKNOWN = ConvertItemType(7) ITEM_TYPE_ANY = ConvertItemType(8) ITEM_TYPE_TOME = ConvertItemType(2) CAMERA_FIELD_TARGET_DISTANCE = ConvertCameraField(0) CAMERA_FIELD_FARZ = ConvertCameraField(1) CAMERA_FIELD_ANGLE_OF_ATTACK = ConvertCameraField(2) CAMERA_FIELD_FIELD_OF_VIEW = ConvertCameraField(3) CAMERA_FIELD_ROLL = ConvertCameraField(4) CAMERA_FIELD_ROTATION = ConvertCameraField(5) CAMERA_FIELD_ZOFFSET = ConvertCameraField(6) CAMERA_FIELD_NEARZ = ConvertCameraField(7) CAMERA_FIELD_LOCAL_PITCH = ConvertCameraField(8) CAMERA_FIELD_LOCAL_YAW = ConvertCameraField(9) CAMERA_FIELD_LOCAL_ROLL = ConvertCameraField(10) BLEND_MODE_NONE = ConvertBlendMode(0) BLEND_MODE_DONT_CARE = ConvertBlendMode(0) BLEND_MODE_KEYALPHA = ConvertBlendMode(1) BLEND_MODE_BLEND = ConvertBlendMode(2) BLEND_MODE_ADDITIVE = ConvertBlendMode(3) BLEND_MODE_MODULATE = ConvertBlendMode(4) BLEND_MODE_MODULATE_2X = ConvertBlendMode(5) RARITY_FREQUENT = ConvertRarityControl(0) RARITY_RARE = ConvertRarityControl(1) TEXMAP_FLAG_NONE = ConvertTexMapFlags(0) TEXMAP_FLAG_WRAP_U = ConvertTexMapFlags(1) TEXMAP_FLAG_WRAP_V = ConvertTexMapFlags(2) TEXMAP_FLAG_WRAP_UV = ConvertTexMapFlags(3) FOG_OF_WAR_MASKED = ConvertFogState(1) FOG_OF_WAR_FOGGED = ConvertFogState(2) FOG_OF_WAR_VISIBLE = ConvertFogState(4) CAMERA_MARGIN_LEFT = 0 CAMERA_MARGIN_RIGHT = 1 CAMERA_MARGIN_TOP = 2 CAMERA_MARGIN_BOTTOM = 3 EFFECT_TYPE_EFFECT = ConvertEffectType(0) EFFECT_TYPE_TARGET = ConvertEffectType(1) EFFECT_TYPE_CASTER = ConvertEffectType(2) EFFECT_TYPE_SPECIAL = ConvertEffectType(3) EFFECT_TYPE_AREA_EFFECT = ConvertEffectType(4) EFFECT_TYPE_MISSILE = ConvertEffectType(5) EFFECT_TYPE_LIGHTNING = ConvertEffectType(6) SOUND_TYPE_EFFECT = ConvertSoundType(0) SOUND_TYPE_EFFECT_LOOPED = ConvertSoundType(1) ORIGIN_FRAME_GAME_UI = ConvertOriginFrameType(0) ORIGIN_FRAME_COMMAND_BUTTON = ConvertOriginFrameType(1) ORIGIN_FRAME_HERO_BAR = ConvertOriginFrameType(2) ORIGIN_FRAME_HERO_BUTTON = ConvertOriginFrameType(3) ORIGIN_FRAME_HERO_HP_BAR = ConvertOriginFrameType(4) ORIGIN_FRAME_HERO_MANA_BAR = ConvertOriginFrameType(5) ORIGIN_FRAME_HERO_BUTTON_INDICATOR = ConvertOriginFrameType(6) ORIGIN_FRAME_ITEM_BUTTON = ConvertOriginFrameType(7) ORIGIN_FRAME_MINIMAP = ConvertOriginFrameType(8) ORIGIN_FRAME_MINIMAP_BUTTON = ConvertOriginFrameType(9) ORIGIN_FRAME_SYSTEM_BUTTON = ConvertOriginFrameType(10) ORIGIN_FRAME_TOOLTIP = ConvertOriginFrameType(11) ORIGIN_FRAME_UBERTOOLTIP = ConvertOriginFrameType(12) ORIGIN_FRAME_CHAT_MSG = ConvertOriginFrameType(13) ORIGIN_FRAME_UNIT_MSG = ConvertOriginFrameType(14) ORIGIN_FRAME_TOP_MSG = ConvertOriginFrameType(15) ORIGIN_FRAME_PORTRAIT = ConvertOriginFrameType(16) ORIGIN_FRAME_WORLD_FRAME = ConvertOriginFrameType(17) FRAMEPOINT_TOPLEFT = ConvertFramePointType(0) FRAMEPOINT_TOP = ConvertFramePointType(1) FRAMEPOINT_TOPRIGHT = ConvertFramePointType(2) FRAMEPOINT_LEFT = ConvertFramePointType(3) FRAMEPOINT_CENTER = ConvertFramePointType(4) FRAMEPOINT_RIGHT = ConvertFramePointType(5) FRAMEPOINT_BOTTOMLEFT = ConvertFramePointType(6) FRAMEPOINT_BOTTOM = ConvertFramePointType(7) FRAMEPOINT_BOTTOMRIGHT = ConvertFramePointType(8) TEXT_JUSTIFY_TOP = ConvertTextAlignType(0) TEXT_JUSTIFY_MIDDLE = ConvertTextAlignType(1) TEXT_JUSTIFY_BOTTOM = ConvertTextAlignType(2) TEXT_JUSTIFY_LEFT = ConvertTextAlignType(3) TEXT_JUSTIFY_CENTER = ConvertTextAlignType(4) TEXT_JUSTIFY_RIGHT = ConvertTextAlignType(5) FRAMEEVENT_CONTROL_CLICK = ConvertFrameEventType(1) FRAMEEVENT_MOUSE_ENTER = ConvertFrameEventType(2) FRAMEEVENT_MOUSE_LEAVE = ConvertFrameEventType(3) FRAMEEVENT_MOUSE_UP = ConvertFrameEventType(4) FRAMEEVENT_MOUSE_DOWN = ConvertFrameEventType(5) FRAMEEVENT_MOUSE_WHEEL = ConvertFrameEventType(6) FRAMEEVENT_CHECKBOX_CHECKED = ConvertFrameEventType(7) FRAMEEVENT_CHECKBOX_UNCHECKED = ConvertFrameEventType(8) FRAMEEVENT_EDITBOX_TEXT_CHANGED = ConvertFrameEventType(9) FRAMEEVENT_POPUPMENU_ITEM_CHANGED = ConvertFrameEventType(10) FRAMEEVENT_MOUSE_DOUBLECLICK = ConvertFrameEventType(11) FRAMEEVENT_SPRITE_ANIM_UPDATE = ConvertFrameEventType(12) FRAMEEVENT_SLIDER_VALUE_CHANGED = ConvertFrameEventType(13) FRAMEEVENT_DIALOG_CANCEL = ConvertFrameEventType(14) FRAMEEVENT_DIALOG_ACCEPT = ConvertFrameEventType(15) FRAMEEVENT_EDITBOX_ENTER = ConvertFrameEventType(16) OSKEY_BACKSPACE = ConvertOsKeyType("$08") OSKEY_TAB = ConvertOsKeyType("$09") OSKEY_CLEAR = ConvertOsKeyType("$0C") OSKEY_RETURN = ConvertOsKeyType("$0D") OSKEY_SHIFT = ConvertOsKeyType("$10") OSKEY_CONTROL = ConvertOsKeyType("$11") OSKEY_ALT = ConvertOsKeyType("$12") OSKEY_PAUSE = ConvertOsKeyType("$13") OSKEY_CAPSLOCK = ConvertOsKeyType("$14") OSKEY_KANA = ConvertOsKeyType("$15") OSKEY_HANGUL = ConvertOsKeyType("$15") OSKEY_JUNJA = ConvertOsKeyType("$17") OSKEY_FINAL = ConvertOsKeyType("$18") OSKEY_HANJA = ConvertOsKeyType("$19") OSKEY_KANJI = ConvertOsKeyType("$19") OSKEY_ESCAPE = ConvertOsKeyType("$1B") OSKEY_CONVERT = ConvertOsKeyType("$1C") OSKEY_NONCONVERT = ConvertOsKeyType("$1D") OSKEY_ACCEPT = ConvertOsKeyType("$1E") OSKEY_MODECHANGE = ConvertOsKeyType("$1F") OSKEY_SPACE = ConvertOsKeyType("$20") OSKEY_PAGEUP = ConvertOsKeyType("$21") OSKEY_PAGEDOWN = ConvertOsKeyType("$22") OSKEY_END = ConvertOsKeyType("$23") OSKEY_HOME = ConvertOsKeyType("$24") OSKEY_LEFT = ConvertOsKeyType("$25") OSKEY_UP = ConvertOsKeyType("$26") OSKEY_RIGHT = ConvertOsKeyType("$27") OSKEY_DOWN = ConvertOsKeyType("$28") OSKEY_SELECT = ConvertOsKeyType("$29") OSKEY_PRINT = ConvertOsKeyType("$2A") OSKEY_EXECUTE = ConvertOsKeyType("$2B") OSKEY_PRINTSCREEN = ConvertOsKeyType("$2C") OSKEY_INSERT = ConvertOsKeyType("$2D") OSKEY_DELETE = ConvertOsKeyType("$2E") OSKEY_HELP = ConvertOsKeyType("$2F") OSKEY_0 = ConvertOsKeyType("$30") OSKEY_1 = ConvertOsKeyType("$31") OSKEY_2 = ConvertOsKeyType("$32") OSKEY_3 = ConvertOsKeyType("$33") OSKEY_4 = ConvertOsKeyType("$34") OSKEY_5 = ConvertOsKeyType("$35") OSKEY_6 = ConvertOsKeyType("$36") OSKEY_7 = ConvertOsKeyType("$37") OSKEY_8 = ConvertOsKeyType("$38") OSKEY_9 = ConvertOsKeyType("$39") OSKEY_A = ConvertOsKeyType("$41") OSKEY_B = ConvertOsKeyType("$42") OSKEY_C = ConvertOsKeyType("$43") OSKEY_D = ConvertOsKeyType("$44") OSKEY_E = ConvertOsKeyType("$45") OSKEY_F = ConvertOsKeyType("$46") OSKEY_G = ConvertOsKeyType("$47") OSKEY_H = ConvertOsKeyType("$48") OSKEY_I = ConvertOsKeyType("$49") OSKEY_J = ConvertOsKeyType("$4A") OSKEY_K = ConvertOsKeyType("$4B") OSKEY_L = ConvertOsKeyType("$4C") OSKEY_M = ConvertOsKeyType("$4D") OSKEY_N = ConvertOsKeyType("$4E") OSKEY_O = ConvertOsKeyType("$4F") OSKEY_P = ConvertOsKeyType("$50") OSKEY_Q = ConvertOsKeyType("$51") OSKEY_R = ConvertOsKeyType("$52") OSKEY_S = ConvertOsKeyType("$53") OSKEY_T = ConvertOsKeyType("$54") OSKEY_U = ConvertOsKeyType("$55") OSKEY_V = ConvertOsKeyType("$56") OSKEY_W = ConvertOsKeyType("$57") OSKEY_X = ConvertOsKeyType("$58") OSKEY_Y = ConvertOsKeyType("$59") OSKEY_Z = ConvertOsKeyType("$5A") OSKEY_LMETA = ConvertOsKeyType("$5B") OSKEY_RMETA = ConvertOsKeyType("$5C") OSKEY_APPS = ConvertOsKeyType("$5D") OSKEY_SLEEP = ConvertOsKeyType("$5F") OSKEY_NUMPAD0 = ConvertOsKeyType("$60") OSKEY_NUMPAD1 = ConvertOsKeyType("$61") OSKEY_NUMPAD2 = ConvertOsKeyType("$62") OSKEY_NUMPAD3 = ConvertOsKeyType("$63") OSKEY_NUMPAD4 = ConvertOsKeyType("$64") OSKEY_NUMPAD5 = ConvertOsKeyType("$65") OSKEY_NUMPAD6 = ConvertOsKeyType("$66") OSKEY_NUMPAD7 = ConvertOsKeyType("$67") OSKEY_NUMPAD8 = ConvertOsKeyType("$68") OSKEY_NUMPAD9 = ConvertOsKeyType("$69") OSKEY_MULTIPLY = ConvertOsKeyType("$6A") OSKEY_ADD = ConvertOsKeyType("$6B") OSKEY_SEPARATOR = ConvertOsKeyType("$6C") OSKEY_SUBTRACT = ConvertOsKeyType("$6D") OSKEY_DECIMAL = ConvertOsKeyType("$6E") OSKEY_DIVIDE = ConvertOsKeyType("$6F") OSKEY_F1 = ConvertOsKeyType("$70") OSKEY_F2 = ConvertOsKeyType("$71") OSKEY_F3 = ConvertOsKeyType("$72") OSKEY_F4 = ConvertOsKeyType("$73") OSKEY_F5 = ConvertOsKeyType("$74") OSKEY_F6 = ConvertOsKeyType("$75") OSKEY_F7 = ConvertOsKeyType("$76") OSKEY_F8 = ConvertOsKeyType("$77") OSKEY_F9 = ConvertOsKeyType("$78") OSKEY_F10 = ConvertOsKeyType("$79") OSKEY_F11 = ConvertOsKeyType("$7A") OSKEY_F12 = ConvertOsKeyType("$7B") OSKEY_F13 = ConvertOsKeyType("$7C") OSKEY_F14 = ConvertOsKeyType("$7D") OSKEY_F15 = ConvertOsKeyType("$7E") OSKEY_F16 = ConvertOsKeyType("$7F") OSKEY_F17 = ConvertOsKeyType("$80") OSKEY_F18 = ConvertOsKeyType("$81") OSKEY_F19 = ConvertOsKeyType("$82") OSKEY_F20 = ConvertOsKeyType("$83") OSKEY_F21 = ConvertOsKeyType("$84") OSKEY_F22 = ConvertOsKeyType("$85") OSKEY_F23 = ConvertOsKeyType("$86") OSKEY_F24 = ConvertOsKeyType("$87") OSKEY_NUMLOCK = ConvertOsKeyType("$90") OSKEY_SCROLLLOCK = ConvertOsKeyType("$91") OSKEY_OEM_NEC_EQUAL = ConvertOsKeyType("$92") OSKEY_OEM_FJ_JISHO = ConvertOsKeyType("$92") OSKEY_OEM_FJ_MASSHOU = ConvertOsKeyType("$93") OSKEY_OEM_FJ_TOUROKU = ConvertOsKeyType("$94") OSKEY_OEM_FJ_LOYA = ConvertOsKeyType("$95") OSKEY_OEM_FJ_ROYA = ConvertOsKeyType("$96") OSKEY_LSHIFT = ConvertOsKeyType("$A0") OSKEY_RSHIFT = ConvertOsKeyType("$A1") OSKEY_LCONTROL = ConvertOsKeyType("$A2") OSKEY_RCONTROL = ConvertOsKeyType("$A3") OSKEY_LALT = ConvertOsKeyType("$A4") OSKEY_RALT = ConvertOsKeyType("$A5") OSKEY_BROWSER_BACK = ConvertOsKeyType("$A6") OSKEY_BROWSER_FORWARD = ConvertOsKeyType("$A7") OSKEY_BROWSER_REFRESH = ConvertOsKeyType("$A8") OSKEY_BROWSER_STOP = ConvertOsKeyType("$A9") OSKEY_BROWSER_SEARCH = ConvertOsKeyType("$AA") OSKEY_BROWSER_FAVORITES = ConvertOsKeyType("$AB") OSKEY_BROWSER_HOME = ConvertOsKeyType("$AC") OSKEY_VOLUME_MUTE = ConvertOsKeyType("$AD") OSKEY_VOLUME_DOWN = ConvertOsKeyType("$AE") OSKEY_VOLUME_UP = ConvertOsKeyType("$AF") OSKEY_MEDIA_NEXT_TRACK = ConvertOsKeyType("$B0") OSKEY_MEDIA_PREV_TRACK = ConvertOsKeyType("$B1") OSKEY_MEDIA_STOP = ConvertOsKeyType("$B2") OSKEY_MEDIA_PLAY_PAUSE = ConvertOsKeyType("$B3") OSKEY_LAUNCH_MAIL = ConvertOsKeyType("$B4") OSKEY_LAUNCH_MEDIA_SELECT = ConvertOsKeyType("$B5") OSKEY_LAUNCH_APP1 = ConvertOsKeyType("$B6") OSKEY_LAUNCH_APP2 = ConvertOsKeyType("$B7") OSKEY_OEM_1 = ConvertOsKeyType("$BA") OSKEY_OEM_PLUS = ConvertOsKeyType("$BB") OSKEY_OEM_COMMA = ConvertOsKeyType("$BC") OSKEY_OEM_MINUS = ConvertOsKeyType("$BD") OSKEY_OEM_PERIOD = ConvertOsKeyType("$BE") OSKEY_OEM_2 = ConvertOsKeyType("$BF") OSKEY_OEM_3 = ConvertOsKeyType("$C0") OSKEY_OEM_4 = ConvertOsKeyType("$DB") OSKEY_OEM_5 = ConvertOsKeyType("$DC") OSKEY_OEM_6 = ConvertOsKeyType("$DD") OSKEY_OEM_7 = ConvertOsKeyType("$DE") OSKEY_OEM_8 = ConvertOsKeyType("$DF") OSKEY_OEM_AX = ConvertOsKeyType("$E1") OSKEY_OEM_102 = ConvertOsKeyType("$E2") OSKEY_ICO_HELP = ConvertOsKeyType("$E3") OSKEY_ICO_00 = ConvertOsKeyType("$E4") OSKEY_PROCESSKEY = ConvertOsKeyType("$E5") OSKEY_ICO_CLEAR = ConvertOsKeyType("$E6") OSKEY_PACKET = ConvertOsKeyType("$E7") OSKEY_OEM_RESET = ConvertOsKeyType("$E9") OSKEY_OEM_JUMP = ConvertOsKeyType("$EA") OSKEY_OEM_PA1 = ConvertOsKeyType("$EB") OSKEY_OEM_PA2 = ConvertOsKeyType("$EC") OSKEY_OEM_PA3 = ConvertOsKeyType("$ED") OSKEY_OEM_WSCTRL = ConvertOsKeyType("$EE") OSKEY_OEM_CUSEL = ConvertOsKeyType("$EF") OSKEY_OEM_ATTN = ConvertOsKeyType("$F0") OSKEY_OEM_FINISH = ConvertOsKeyType("$F1") OSKEY_OEM_COPY = ConvertOsKeyType("$F2") OSKEY_OEM_AUTO = ConvertOsKeyType("$F3") OSKEY_OEM_ENLW = ConvertOsKeyType("$F4") OSKEY_OEM_BACKTAB = ConvertOsKeyType("$F5") OSKEY_ATTN = ConvertOsKeyType("$F6") OSKEY_CRSEL = ConvertOsKeyType("$F7") OSKEY_EXSEL = ConvertOsKeyType("$F8") OSKEY_EREOF = ConvertOsKeyType("$F9") OSKEY_PLAY = ConvertOsKeyType("$FA") OSKEY_ZOOM = ConvertOsKeyType("$FB") OSKEY_NONAME = ConvertOsKeyType("$FC") OSKEY_PA1 = ConvertOsKeyType("$FD") OSKEY_OEM_CLEAR = ConvertOsKeyType("$FE") ABILITY_IF_BUTTON_POSITION_NORMAL_X = ConvertAbilityIntegerField('abpx') ABILITY_IF_BUTTON_POSITION_NORMAL_Y = ConvertAbilityIntegerField('abpy') ABILITY_IF_BUTTON_POSITION_ACTIVATED_X = ConvertAbilityIntegerField('aubx') ABILITY_IF_BUTTON_POSITION_ACTIVATED_Y = ConvertAbilityIntegerField('auby') ABILITY_IF_BUTTON_POSITION_RESEARCH_X = ConvertAbilityIntegerField('arpx') ABILITY_IF_BUTTON_POSITION_RESEARCH_Y = ConvertAbilityIntegerField('arpy') ABILITY_IF_MISSILE_SPEED = ConvertAbilityIntegerField('amsp') ABILITY_IF_TARGET_ATTACHMENTS = ConvertAbilityIntegerField('atac') ABILITY_IF_CASTER_ATTACHMENTS = ConvertAbilityIntegerField('acac') ABILITY_IF_PRIORITY = ConvertAbilityIntegerField('apri') ABILITY_IF_LEVELS = ConvertAbilityIntegerField('alev') ABILITY_IF_REQUIRED_LEVEL = ConvertAbilityIntegerField('arlv') ABILITY_IF_LEVEL_SKIP_REQUIREMENT = ConvertAbilityIntegerField('alsk') ABILITY_BF_HERO_ABILITY = ConvertAbilityBooleanField('aher') ABILITY_BF_ITEM_ABILITY = ConvertAbilityBooleanField('aite') ABILITY_BF_CHECK_DEPENDENCIES = ConvertAbilityBooleanField('achd') ABILITY_RF_ARF_MISSILE_ARC = ConvertAbilityRealField('amac') ABILITY_SF_NAME = ConvertAbilityStringField('anam') ABILITY_SF_ICON_ACTIVATED = ConvertAbilityStringField('auar') ABILITY_SF_ICON_RESEARCH = ConvertAbilityStringField('arar') ABILITY_SF_EFFECT_SOUND = ConvertAbilityStringField('aefs') ABILITY_SF_EFFECT_SOUND_LOOPING = ConvertAbilityStringField('aefl') ABILITY_ILF_MANA_COST = ConvertAbilityIntegerLevelField('amcs') ABILITY_ILF_NUMBER_OF_WAVES = ConvertAbilityIntegerLevelField('Hbz1') ABILITY_ILF_NUMBER_OF_SHARDS = ConvertAbilityIntegerLevelField('Hbz3') ABILITY_ILF_NUMBER_OF_UNITS_TELEPORTED = ConvertAbilityIntegerLevelField('Hmt1') ABILITY_ILF_SUMMONED_UNIT_COUNT_HWE2 = ConvertAbilityIntegerLevelField('Hwe2') ABILITY_ILF_NUMBER_OF_IMAGES = ConvertAbilityIntegerLevelField('Omi1') ABILITY_ILF_NUMBER_OF_CORPSES_RAISED_UAN1 = ConvertAbilityIntegerLevelField('Uan1') ABILITY_ILF_MORPHING_FLAGS = ConvertAbilityIntegerLevelField('Eme2') ABILITY_ILF_STRENGTH_BONUS_NRG5 = ConvertAbilityIntegerLevelField('Nrg5') ABILITY_ILF_DEFENSE_BONUS_NRG6 = ConvertAbilityIntegerLevelField('Nrg6') ABILITY_ILF_NUMBER_OF_TARGETS_HIT = ConvertAbilityIntegerLevelField('Ocl2') ABILITY_ILF_DETECTION_TYPE_OFS1 = ConvertAbilityIntegerLevelField('Ofs1') ABILITY_ILF_NUMBER_OF_SUMMONED_UNITS_OSF2 = ConvertAbilityIntegerLevelField('Osf2') ABILITY_ILF_NUMBER_OF_SUMMONED_UNITS_EFN1 = ConvertAbilityIntegerLevelField('Efn1') ABILITY_ILF_NUMBER_OF_CORPSES_RAISED_HRE1 = ConvertAbilityIntegerLevelField('Hre1') ABILITY_ILF_STACK_FLAGS = ConvertAbilityIntegerLevelField('Hca4') ABILITY_ILF_MINIMUM_NUMBER_OF_UNITS = ConvertAbilityIntegerLevelField('Ndp2') ABILITY_ILF_MAXIMUM_NUMBER_OF_UNITS_NDP3 = ConvertAbilityIntegerLevelField('Ndp3') ABILITY_ILF_NUMBER_OF_UNITS_CREATED_NRC2 = ConvertAbilityIntegerLevelField('Nrc2') ABILITY_ILF_SHIELD_LIFE = ConvertAbilityIntegerLevelField('Ams3') ABILITY_ILF_MANA_LOSS_AMS4 = ConvertAbilityIntegerLevelField('Ams4') ABILITY_ILF_GOLD_PER_INTERVAL_BGM1 = ConvertAbilityIntegerLevelField('Bgm1') ABILITY_ILF_MAX_NUMBER_OF_MINERS = ConvertAbilityIntegerLevelField('Bgm3') ABILITY_ILF_CARGO_CAPACITY = ConvertAbilityIntegerLevelField('Car1') ABILITY_ILF_MAXIMUM_CREEP_LEVEL_DEV3 = ConvertAbilityIntegerLevelField('Dev3') ABILITY_ILF_MAX_CREEP_LEVEL_DEV1 = ConvertAbilityIntegerLevelField('Dev1') ABILITY_ILF_GOLD_PER_INTERVAL_EGM1 = ConvertAbilityIntegerLevelField('Egm1') ABILITY_ILF_DEFENSE_REDUCTION = ConvertAbilityIntegerLevelField('Fae1') ABILITY_ILF_DETECTION_TYPE_FLA1 = ConvertAbilityIntegerLevelField('Fla1') ABILITY_ILF_FLARE_COUNT = ConvertAbilityIntegerLevelField('Fla3') ABILITY_ILF_MAX_GOLD = ConvertAbilityIntegerLevelField('Gld1') ABILITY_ILF_MINING_CAPACITY = ConvertAbilityIntegerLevelField('Gld3') ABILITY_ILF_MAXIMUM_NUMBER_OF_CORPSES_GYD1 = ConvertAbilityIntegerLevelField('Gyd1') ABILITY_ILF_DAMAGE_TO_TREE = ConvertAbilityIntegerLevelField('Har1') ABILITY_ILF_LUMBER_CAPACITY = ConvertAbilityIntegerLevelField('Har2') ABILITY_ILF_GOLD_CAPACITY = ConvertAbilityIntegerLevelField('Har3') ABILITY_ILF_DEFENSE_INCREASE_INF2 = ConvertAbilityIntegerLevelField('Inf2') ABILITY_ILF_INTERACTION_TYPE = ConvertAbilityIntegerLevelField('Neu2') ABILITY_ILF_GOLD_COST_NDT1 = ConvertAbilityIntegerLevelField('Ndt1') ABILITY_ILF_LUMBER_COST_NDT2 = ConvertAbilityIntegerLevelField('Ndt2') ABILITY_ILF_DETECTION_TYPE_NDT3 = ConvertAbilityIntegerLevelField('Ndt3') ABILITY_ILF_STACKING_TYPE_POI4 = ConvertAbilityIntegerLevelField('Poi4') ABILITY_ILF_STACKING_TYPE_POA5 = ConvertAbilityIntegerLevelField('Poa5') ABILITY_ILF_MAXIMUM_CREEP_LEVEL_PLY1 = ConvertAbilityIntegerLevelField('Ply1') ABILITY_ILF_MAXIMUM_CREEP_LEVEL_POS1 = ConvertAbilityIntegerLevelField('Pos1') ABILITY_ILF_MOVEMENT_UPDATE_FREQUENCY_PRG1 = ConvertAbilityIntegerLevelField('Prg1') ABILITY_ILF_ATTACK_UPDATE_FREQUENCY_PRG2 = ConvertAbilityIntegerLevelField('Prg2') ABILITY_ILF_MANA_LOSS_PRG6 = ConvertAbilityIntegerLevelField('Prg6') ABILITY_ILF_UNITS_SUMMONED_TYPE_ONE = ConvertAbilityIntegerLevelField('Rai1') ABILITY_ILF_UNITS_SUMMONED_TYPE_TWO = ConvertAbilityIntegerLevelField('Rai2') ABILITY_ILF_MAX_UNITS_SUMMONED = ConvertAbilityIntegerLevelField('Ucb5') ABILITY_ILF_ALLOW_WHEN_FULL_REJ3 = ConvertAbilityIntegerLevelField('Rej3') ABILITY_ILF_MAXIMUM_UNITS_CHARGED_TO_CASTER = ConvertAbilityIntegerLevelField('Rpb5') ABILITY_ILF_MAXIMUM_UNITS_AFFECTED = ConvertAbilityIntegerLevelField('Rpb6') ABILITY_ILF_DEFENSE_INCREASE_ROA2 = ConvertAbilityIntegerLevelField('Roa2') ABILITY_ILF_MAX_UNITS_ROA7 = ConvertAbilityIntegerLevelField('Roa7') ABILITY_ILF_ROOTED_WEAPONS = ConvertAbilityIntegerLevelField('Roo1') ABILITY_ILF_UPROOTED_WEAPONS = ConvertAbilityIntegerLevelField('Roo2') ABILITY_ILF_UPROOTED_DEFENSE_TYPE = ConvertAbilityIntegerLevelField('Roo4') ABILITY_ILF_ACCUMULATION_STEP = ConvertAbilityIntegerLevelField('Sal2') ABILITY_ILF_NUMBER_OF_OWLS = ConvertAbilityIntegerLevelField('Esn4') ABILITY_ILF_STACKING_TYPE_SPO4 = ConvertAbilityIntegerLevelField('Spo4') ABILITY_ILF_NUMBER_OF_UNITS = ConvertAbilityIntegerLevelField('Sod1') ABILITY_ILF_SPIDER_CAPACITY = ConvertAbilityIntegerLevelField('Spa1') ABILITY_ILF_INTERVALS_BEFORE_CHANGING_TREES = ConvertAbilityIntegerLevelField('Wha2') ABILITY_ILF_AGILITY_BONUS = ConvertAbilityIntegerLevelField('Iagi') ABILITY_ILF_INTELLIGENCE_BONUS = ConvertAbilityIntegerLevelField('Iint') ABILITY_ILF_STRENGTH_BONUS_ISTR = ConvertAbilityIntegerLevelField('Istr') ABILITY_ILF_ATTACK_BONUS = ConvertAbilityIntegerLevelField('Iatt') ABILITY_ILF_DEFENSE_BONUS_IDEF = ConvertAbilityIntegerLevelField('Idef') ABILITY_ILF_SUMMON_1_AMOUNT = ConvertAbilityIntegerLevelField('Isn1') ABILITY_ILF_SUMMON_2_AMOUNT = ConvertAbilityIntegerLevelField('Isn2') ABILITY_ILF_EXPERIENCE_GAINED = ConvertAbilityIntegerLevelField('Ixpg') ABILITY_ILF_HIT_POINTS_GAINED_IHPG = ConvertAbilityIntegerLevelField('Ihpg') ABILITY_ILF_MANA_POINTS_GAINED_IMPG = ConvertAbilityIntegerLevelField('Impg') ABILITY_ILF_HIT_POINTS_GAINED_IHP2 = ConvertAbilityIntegerLevelField('Ihp2') ABILITY_ILF_MANA_POINTS_GAINED_IMP2 = ConvertAbilityIntegerLevelField('Imp2') ABILITY_ILF_DAMAGE_BONUS_DICE = ConvertAbilityIntegerLevelField('Idic') ABILITY_ILF_ARMOR_PENALTY_IARP = ConvertAbilityIntegerLevelField('Iarp') ABILITY_ILF_ENABLED_ATTACK_INDEX_IOB5 = ConvertAbilityIntegerLevelField('Iob5') ABILITY_ILF_LEVELS_GAINED = ConvertAbilityIntegerLevelField('Ilev') ABILITY_ILF_MAX_LIFE_GAINED = ConvertAbilityIntegerLevelField('Ilif') ABILITY_ILF_MAX_MANA_GAINED = ConvertAbilityIntegerLevelField('Iman') ABILITY_ILF_GOLD_GIVEN = ConvertAbilityIntegerLevelField('Igol') ABILITY_ILF_LUMBER_GIVEN = ConvertAbilityIntegerLevelField('Ilum') ABILITY_ILF_DETECTION_TYPE_IFA1 = ConvertAbilityIntegerLevelField('Ifa1') ABILITY_ILF_MAXIMUM_CREEP_LEVEL_ICRE = ConvertAbilityIntegerLevelField('Icre') ABILITY_ILF_MOVEMENT_SPEED_BONUS = ConvertAbilityIntegerLevelField('Imvb') ABILITY_ILF_HIT_POINTS_REGENERATED_PER_SECOND = ConvertAbilityIntegerLevelField('Ihpr') ABILITY_ILF_SIGHT_RANGE_BONUS = ConvertAbilityIntegerLevelField('Isib') ABILITY_ILF_DAMAGE_PER_DURATION = ConvertAbilityIntegerLevelField('Icfd') ABILITY_ILF_MANA_USED_PER_SECOND = ConvertAbilityIntegerLevelField('Icfm') ABILITY_ILF_EXTRA_MANA_REQUIRED = ConvertAbilityIntegerLevelField('Icfx') ABILITY_ILF_DETECTION_RADIUS_IDET = ConvertAbilityIntegerLevelField('Idet') ABILITY_ILF_MANA_LOSS_PER_UNIT_IDIM = ConvertAbilityIntegerLevelField('Idim') ABILITY_ILF_DAMAGE_TO_SUMMONED_UNITS_IDID = ConvertAbilityIntegerLevelField('Idid') ABILITY_ILF_MAXIMUM_NUMBER_OF_UNITS_IREC = ConvertAbilityIntegerLevelField('Irec') ABILITY_ILF_DELAY_AFTER_DEATH_SECONDS = ConvertAbilityIntegerLevelField('Ircd') ABILITY_ILF_RESTORED_LIFE = ConvertAbilityIntegerLevelField('irc2') ABILITY_ILF_RESTORED_MANA__1_FOR_CURRENT = ConvertAbilityIntegerLevelField('irc3') ABILITY_ILF_HIT_POINTS_RESTORED = ConvertAbilityIntegerLevelField('Ihps') ABILITY_ILF_MANA_POINTS_RESTORED = ConvertAbilityIntegerLevelField('Imps') ABILITY_ILF_MAXIMUM_NUMBER_OF_UNITS_ITPM = ConvertAbilityIntegerLevelField('Itpm') ABILITY_ILF_NUMBER_OF_CORPSES_RAISED_CAD1 = ConvertAbilityIntegerLevelField('Cad1') ABILITY_ILF_TERRAIN_DEFORMATION_DURATION_MS = ConvertAbilityIntegerLevelField('Wrs3') ABILITY_ILF_MAXIMUM_UNITS = ConvertAbilityIntegerLevelField('Uds1') ABILITY_ILF_DETECTION_TYPE_DET1 = ConvertAbilityIntegerLevelField('Det1') ABILITY_ILF_GOLD_COST_PER_STRUCTURE = ConvertAbilityIntegerLevelField('Nsp1') ABILITY_ILF_LUMBER_COST_PER_USE = ConvertAbilityIntegerLevelField('Nsp2') ABILITY_ILF_DETECTION_TYPE_NSP3 = ConvertAbilityIntegerLevelField('Nsp3') ABILITY_ILF_NUMBER_OF_SWARM_UNITS = ConvertAbilityIntegerLevelField('Uls1') ABILITY_ILF_MAX_SWARM_UNITS_PER_TARGET = ConvertAbilityIntegerLevelField('Uls3') ABILITY_ILF_NUMBER_OF_SUMMONED_UNITS_NBA2 = ConvertAbilityIntegerLevelField('Nba2') ABILITY_ILF_MAXIMUM_CREEP_LEVEL_NCH1 = ConvertAbilityIntegerLevelField('Nch1') ABILITY_ILF_ATTACKS_PREVENTED = ConvertAbilityIntegerLevelField('Nsi1') ABILITY_ILF_MAXIMUM_NUMBER_OF_TARGETS_EFK3 = ConvertAbilityIntegerLevelField('Efk3') ABILITY_ILF_NUMBER_OF_SUMMONED_UNITS_ESV1 = ConvertAbilityIntegerLevelField('Esv1') ABILITY_ILF_MAXIMUM_NUMBER_OF_CORPSES_EXH1 = ConvertAbilityIntegerLevelField('exh1') ABILITY_ILF_ITEM_CAPACITY = ConvertAbilityIntegerLevelField('inv1') ABILITY_ILF_MAXIMUM_NUMBER_OF_TARGETS_SPL2 = ConvertAbilityIntegerLevelField('spl2') ABILITY_ILF_ALLOW_WHEN_FULL_IRL3 = ConvertAbilityIntegerLevelField('irl3') ABILITY_ILF_MAXIMUM_DISPELLED_UNITS = ConvertAbilityIntegerLevelField('idc3') ABILITY_ILF_NUMBER_OF_LURES = ConvertAbilityIntegerLevelField('imo1') ABILITY_ILF_NEW_TIME_OF_DAY_HOUR = ConvertAbilityIntegerLevelField('ict1') ABILITY_ILF_NEW_TIME_OF_DAY_MINUTE = ConvertAbilityIntegerLevelField('ict2') ABILITY_ILF_NUMBER_OF_UNITS_CREATED_MEC1 = ConvertAbilityIntegerLevelField('mec1') ABILITY_ILF_MINIMUM_SPELLS = ConvertAbilityIntegerLevelField('spb3') ABILITY_ILF_MAXIMUM_SPELLS = ConvertAbilityIntegerLevelField('spb4') ABILITY_ILF_DISABLED_ATTACK_INDEX = ConvertAbilityIntegerLevelField('gra3') ABILITY_ILF_ENABLED_ATTACK_INDEX_GRA4 = ConvertAbilityIntegerLevelField('gra4') ABILITY_ILF_MAXIMUM_ATTACKS = ConvertAbilityIntegerLevelField('gra5') ABILITY_ILF_BUILDING_TYPES_ALLOWED_NPR1 = ConvertAbilityIntegerLevelField('Npr1') ABILITY_ILF_BUILDING_TYPES_ALLOWED_NSA1 = ConvertAbilityIntegerLevelField('Nsa1') ABILITY_ILF_ATTACK_MODIFICATION = ConvertAbilityIntegerLevelField('Iaa1') ABILITY_ILF_SUMMONED_UNIT_COUNT_NPA5 = ConvertAbilityIntegerLevelField('Npa5') ABILITY_ILF_UPGRADE_LEVELS = ConvertAbilityIntegerLevelField('Igl1') ABILITY_ILF_NUMBER_OF_SUMMONED_UNITS_NDO2 = ConvertAbilityIntegerLevelField('Ndo2') ABILITY_ILF_BEASTS_PER_SECOND = ConvertAbilityIntegerLevelField('Nst1') ABILITY_ILF_TARGET_TYPE = ConvertAbilityIntegerLevelField('Ncl2') ABILITY_ILF_OPTIONS = ConvertAbilityIntegerLevelField('Ncl3') ABILITY_ILF_ARMOR_PENALTY_NAB3 = ConvertAbilityIntegerLevelField('Nab3') ABILITY_ILF_WAVE_COUNT_NHS6 = ConvertAbilityIntegerLevelField('Nhs6') ABILITY_ILF_MAX_CREEP_LEVEL_NTM3 = ConvertAbilityIntegerLevelField('Ntm3') ABILITY_ILF_MISSILE_COUNT = ConvertAbilityIntegerLevelField('Ncs3') ABILITY_ILF_SPLIT_ATTACK_COUNT = ConvertAbilityIntegerLevelField('Nlm3') ABILITY_ILF_GENERATION_COUNT = ConvertAbilityIntegerLevelField('Nlm6') ABILITY_ILF_ROCK_RING_COUNT = ConvertAbilityIntegerLevelField('Nvc1') ABILITY_ILF_WAVE_COUNT_NVC2 = ConvertAbilityIntegerLevelField('Nvc2') ABILITY_ILF_PREFER_HOSTILES_TAU1 = ConvertAbilityIntegerLevelField('Tau1') ABILITY_ILF_PREFER_FRIENDLIES_TAU2 = ConvertAbilityIntegerLevelField('Tau2') ABILITY_ILF_MAX_UNITS_TAU3 = ConvertAbilityIntegerLevelField('Tau3') ABILITY_ILF_NUMBER_OF_PULSES = ConvertAbilityIntegerLevelField('Tau4') ABILITY_ILF_SUMMONED_UNIT_TYPE_HWE1 = ConvertAbilityIntegerLevelField('Hwe1') ABILITY_ILF_SUMMONED_UNIT_UIN4 = ConvertAbilityIntegerLevelField('Uin4') ABILITY_ILF_SUMMONED_UNIT_OSF1 = ConvertAbilityIntegerLevelField('Osf1') ABILITY_ILF_SUMMONED_UNIT_TYPE_EFNU = ConvertAbilityIntegerLevelField('Efnu') ABILITY_ILF_SUMMONED_UNIT_TYPE_NBAU = ConvertAbilityIntegerLevelField('Nbau') ABILITY_ILF_SUMMONED_UNIT_TYPE_NTOU = ConvertAbilityIntegerLevelField('Ntou') ABILITY_ILF_SUMMONED_UNIT_TYPE_ESVU = ConvertAbilityIntegerLevelField('Esvu') ABILITY_ILF_SUMMONED_UNIT_TYPES = ConvertAbilityIntegerLevelField('Nef1') ABILITY_ILF_SUMMONED_UNIT_TYPE_NDOU = ConvertAbilityIntegerLevelField('Ndou') ABILITY_ILF_ALTERNATE_FORM_UNIT_EMEU = ConvertAbilityIntegerLevelField('Emeu') ABILITY_ILF_PLAGUE_WARD_UNIT_TYPE = ConvertAbilityIntegerLevelField('Aplu') ABILITY_ILF_ALLOWED_UNIT_TYPE_BTL1 = ConvertAbilityIntegerLevelField('Btl1') ABILITY_ILF_NEW_UNIT_TYPE = ConvertAbilityIntegerLevelField('Cha1') ABILITY_ILF_RESULTING_UNIT_TYPE_ENT1 = ConvertAbilityIntegerLevelField('ent1') ABILITY_ILF_CORPSE_UNIT_TYPE = ConvertAbilityIntegerLevelField('Gydu') ABILITY_ILF_ALLOWED_UNIT_TYPE_LOA1 = ConvertAbilityIntegerLevelField('Loa1') ABILITY_ILF_UNIT_TYPE_FOR_LIMIT_CHECK = ConvertAbilityIntegerLevelField('Raiu') ABILITY_ILF_WARD_UNIT_TYPE_STAU = ConvertAbilityIntegerLevelField('Stau') ABILITY_ILF_EFFECT_ABILITY = ConvertAbilityIntegerLevelField('Iobu') ABILITY_ILF_CONVERSION_UNIT = ConvertAbilityIntegerLevelField('Ndc2') ABILITY_ILF_UNIT_TO_PRESERVE = ConvertAbilityIntegerLevelField('Nsl1') ABILITY_ILF_UNIT_TYPE_ALLOWED = ConvertAbilityIntegerLevelField('Chl1') ABILITY_ILF_SWARM_UNIT_TYPE = ConvertAbilityIntegerLevelField('Ulsu') ABILITY_ILF_RESULTING_UNIT_TYPE_COAU = ConvertAbilityIntegerLevelField('coau') ABILITY_ILF_UNIT_TYPE_EXHU = ConvertAbilityIntegerLevelField('exhu') ABILITY_ILF_WARD_UNIT_TYPE_HWDU = ConvertAbilityIntegerLevelField('hwdu') ABILITY_ILF_LURE_UNIT_TYPE = ConvertAbilityIntegerLevelField('imou') ABILITY_ILF_UNIT_TYPE_IPMU = ConvertAbilityIntegerLevelField('ipmu') ABILITY_ILF_FACTORY_UNIT_ID = ConvertAbilityIntegerLevelField('Nsyu') ABILITY_ILF_SPAWN_UNIT_ID_NFYU = ConvertAbilityIntegerLevelField('Nfyu') ABILITY_ILF_DESTRUCTIBLE_ID = ConvertAbilityIntegerLevelField('Nvcu') ABILITY_ILF_UPGRADE_TYPE = ConvertAbilityIntegerLevelField('Iglu') ABILITY_RLF_CASTING_TIME = ConvertAbilityRealLevelField('acas') ABILITY_RLF_DURATION_NORMAL = ConvertAbilityRealLevelField('adur') ABILITY_RLF_DURATION_HERO = ConvertAbilityRealLevelField('ahdu') ABILITY_RLF_COOLDOWN = ConvertAbilityRealLevelField('acdn') ABILITY_RLF_AREA_OF_EFFECT = ConvertAbilityRealLevelField('aare') ABILITY_RLF_CAST_RANGE = ConvertAbilityRealLevelField('aran') ABILITY_RLF_DAMAGE_HBZ2 = ConvertAbilityRealLevelField('Hbz2') ABILITY_RLF_BUILDING_REDUCTION_HBZ4 = ConvertAbilityRealLevelField('Hbz4') ABILITY_RLF_DAMAGE_PER_SECOND_HBZ5 = ConvertAbilityRealLevelField('Hbz5') ABILITY_RLF_MAXIMUM_DAMAGE_PER_WAVE = ConvertAbilityRealLevelField('Hbz6') ABILITY_RLF_MANA_REGENERATION_INCREASE = ConvertAbilityRealLevelField('Hab1') ABILITY_RLF_CASTING_DELAY = ConvertAbilityRealLevelField('Hmt2') ABILITY_RLF_DAMAGE_PER_SECOND_OWW1 = ConvertAbilityRealLevelField('Oww1') ABILITY_RLF_MAGIC_DAMAGE_REDUCTION_OWW2 = ConvertAbilityRealLevelField('Oww2') ABILITY_RLF_CHANCE_TO_CRITICAL_STRIKE = ConvertAbilityRealLevelField('Ocr1') ABILITY_RLF_DAMAGE_MULTIPLIER_OCR2 = ConvertAbilityRealLevelField('Ocr2') ABILITY_RLF_DAMAGE_BONUS_OCR3 = ConvertAbilityRealLevelField('Ocr3') ABILITY_RLF_CHANCE_TO_EVADE_OCR4 = ConvertAbilityRealLevelField('Ocr4') ABILITY_RLF_DAMAGE_DEALT_PERCENT_OMI2 = ConvertAbilityRealLevelField('Omi2') ABILITY_RLF_DAMAGE_TAKEN_PERCENT_OMI3 = ConvertAbilityRealLevelField('Omi3') ABILITY_RLF_ANIMATION_DELAY = ConvertAbilityRealLevelField('Omi4') ABILITY_RLF_TRANSITION_TIME = ConvertAbilityRealLevelField('Owk1') ABILITY_RLF_MOVEMENT_SPEED_INCREASE_PERCENT_OWK2 = ConvertAbilityRealLevelField('Owk2') ABILITY_RLF_BACKSTAB_DAMAGE = ConvertAbilityRealLevelField('Owk3') ABILITY_RLF_AMOUNT_HEALED_DAMAGED_UDC1 = ConvertAbilityRealLevelField('Udc1') ABILITY_RLF_LIFE_CONVERTED_TO_MANA = ConvertAbilityRealLevelField('Udp1') ABILITY_RLF_LIFE_CONVERTED_TO_LIFE = ConvertAbilityRealLevelField('Udp2') ABILITY_RLF_MOVEMENT_SPEED_INCREASE_PERCENT_UAU1 = ConvertAbilityRealLevelField('Uau1') ABILITY_RLF_LIFE_REGENERATION_INCREASE_PERCENT = ConvertAbilityRealLevelField('Uau2') ABILITY_RLF_CHANCE_TO_EVADE_EEV1 = ConvertAbilityRealLevelField('Eev1') ABILITY_RLF_DAMAGE_PER_INTERVAL = ConvertAbilityRealLevelField('Eim1') ABILITY_RLF_MANA_DRAINED_PER_SECOND_EIM2 = ConvertAbilityRealLevelField('Eim2') ABILITY_RLF_BUFFER_MANA_REQUIRED = ConvertAbilityRealLevelField('Eim3') ABILITY_RLF_MAX_MANA_DRAINED = ConvertAbilityRealLevelField('Emb1') ABILITY_RLF_BOLT_DELAY = ConvertAbilityRealLevelField('Emb2') ABILITY_RLF_BOLT_LIFETIME = ConvertAbilityRealLevelField('Emb3') ABILITY_RLF_ALTITUDE_ADJUSTMENT_DURATION = ConvertAbilityRealLevelField('Eme3') ABILITY_RLF_LANDING_DELAY_TIME = ConvertAbilityRealLevelField('Eme4') ABILITY_RLF_ALTERNATE_FORM_HIT_POINT_BONUS = ConvertAbilityRealLevelField('Eme5') ABILITY_RLF_MOVE_SPEED_BONUS_INFO_PANEL_ONLY = ConvertAbilityRealLevelField('Ncr5') ABILITY_RLF_ATTACK_SPEED_BONUS_INFO_PANEL_ONLY = ConvertAbilityRealLevelField('Ncr6') ABILITY_RLF_LIFE_REGENERATION_RATE_PER_SECOND = ConvertAbilityRealLevelField('ave5') ABILITY_RLF_STUN_DURATION_USL1 = ConvertAbilityRealLevelField('Usl1') ABILITY_RLF_ATTACK_DAMAGE_STOLEN_PERCENT = ConvertAbilityRealLevelField('Uav1') ABILITY_RLF_DAMAGE_UCS1 = ConvertAbilityRealLevelField('Ucs1') ABILITY_RLF_MAX_DAMAGE_UCS2 = ConvertAbilityRealLevelField('Ucs2') ABILITY_RLF_DISTANCE_UCS3 = ConvertAbilityRealLevelField('Ucs3') ABILITY_RLF_FINAL_AREA_UCS4 = ConvertAbilityRealLevelField('Ucs4') ABILITY_RLF_DAMAGE_UIN1 = ConvertAbilityRealLevelField('Uin1') ABILITY_RLF_DURATION = ConvertAbilityRealLevelField('Uin2') ABILITY_RLF_IMPACT_DELAY = ConvertAbilityRealLevelField('Uin3') ABILITY_RLF_DAMAGE_PER_TARGET_OCL1 = ConvertAbilityRealLevelField('Ocl1') ABILITY_RLF_DAMAGE_REDUCTION_PER_TARGET = ConvertAbilityRealLevelField('Ocl3') ABILITY_RLF_EFFECT_DELAY_OEQ1 = ConvertAbilityRealLevelField('Oeq1') ABILITY_RLF_DAMAGE_PER_SECOND_TO_BUILDINGS = ConvertAbilityRealLevelField('Oeq2') ABILITY_RLF_UNITS_SLOWED_PERCENT = ConvertAbilityRealLevelField('Oeq3') ABILITY_RLF_FINAL_AREA_OEQ4 = ConvertAbilityRealLevelField('Oeq4') ABILITY_RLF_DAMAGE_PER_SECOND_EER1 = ConvertAbilityRealLevelField('Eer1') ABILITY_RLF_DAMAGE_DEALT_TO_ATTACKERS = ConvertAbilityRealLevelField('Eah1') ABILITY_RLF_LIFE_HEALED = ConvertAbilityRealLevelField('Etq1') ABILITY_RLF_HEAL_INTERVAL = ConvertAbilityRealLevelField('Etq2') ABILITY_RLF_BUILDING_REDUCTION_ETQ3 = ConvertAbilityRealLevelField('Etq3') ABILITY_RLF_INITIAL_IMMUNITY_DURATION = ConvertAbilityRealLevelField('Etq4') ABILITY_RLF_MAX_LIFE_DRAINED_PER_SECOND_PERCENT = ConvertAbilityRealLevelField('Udd1') ABILITY_RLF_BUILDING_REDUCTION_UDD2 = ConvertAbilityRealLevelField('Udd2') ABILITY_RLF_ARMOR_DURATION = ConvertAbilityRealLevelField('Ufa1') ABILITY_RLF_ARMOR_BONUS_UFA2 = ConvertAbilityRealLevelField('Ufa2') ABILITY_RLF_AREA_OF_EFFECT_DAMAGE = ConvertAbilityRealLevelField('Ufn1') ABILITY_RLF_SPECIFIC_TARGET_DAMAGE_UFN2 = ConvertAbilityRealLevelField('Ufn2') ABILITY_RLF_DAMAGE_BONUS_HFA1 = ConvertAbilityRealLevelField('Hfa1') ABILITY_RLF_DAMAGE_DEALT_ESF1 = ConvertAbilityRealLevelField('Esf1') ABILITY_RLF_DAMAGE_INTERVAL_ESF2 = ConvertAbilityRealLevelField('Esf2') ABILITY_RLF_BUILDING_REDUCTION_ESF3 = ConvertAbilityRealLevelField('Esf3') ABILITY_RLF_DAMAGE_BONUS_PERCENT = ConvertAbilityRealLevelField('Ear1') ABILITY_RLF_DEFENSE_BONUS_HAV1 = ConvertAbilityRealLevelField('Hav1') ABILITY_RLF_HIT_POINT_BONUS = ConvertAbilityRealLevelField('Hav2') ABILITY_RLF_DAMAGE_BONUS_HAV3 = ConvertAbilityRealLevelField('Hav3') ABILITY_RLF_MAGIC_DAMAGE_REDUCTION_HAV4 = ConvertAbilityRealLevelField('Hav4') ABILITY_RLF_CHANCE_TO_BASH = ConvertAbilityRealLevelField('Hbh1') ABILITY_RLF_DAMAGE_MULTIPLIER_HBH2 = ConvertAbilityRealLevelField('Hbh2') ABILITY_RLF_DAMAGE_BONUS_HBH3 = ConvertAbilityRealLevelField('Hbh3') ABILITY_RLF_CHANCE_TO_MISS_HBH4 = ConvertAbilityRealLevelField('Hbh4') ABILITY_RLF_DAMAGE_HTB1 = ConvertAbilityRealLevelField('Htb1') ABILITY_RLF_AOE_DAMAGE = ConvertAbilityRealLevelField('Htc1') ABILITY_RLF_SPECIFIC_TARGET_DAMAGE_HTC2 = ConvertAbilityRealLevelField('Htc2') ABILITY_RLF_MOVEMENT_SPEED_REDUCTION_PERCENT_HTC3 = ConvertAbilityRealLevelField('Htc3') ABILITY_RLF_ATTACK_SPEED_REDUCTION_PERCENT_HTC4 = ConvertAbilityRealLevelField('Htc4') ABILITY_RLF_ARMOR_BONUS_HAD1 = ConvertAbilityRealLevelField('Had1') ABILITY_RLF_AMOUNT_HEALED_DAMAGED_HHB1 = ConvertAbilityRealLevelField('Hhb1') ABILITY_RLF_EXTRA_DAMAGE_HCA1 = ConvertAbilityRealLevelField('Hca1') ABILITY_RLF_MOVEMENT_SPEED_FACTOR_HCA2 = ConvertAbilityRealLevelField('Hca2') ABILITY_RLF_ATTACK_SPEED_FACTOR_HCA3 = ConvertAbilityRealLevelField('Hca3') ABILITY_RLF_MOVEMENT_SPEED_INCREASE_PERCENT_OAE1 = ConvertAbilityRealLevelField('Oae1') ABILITY_RLF_ATTACK_SPEED_INCREASE_PERCENT_OAE2 = ConvertAbilityRealLevelField('Oae2') ABILITY_RLF_REINCARNATION_DELAY = ConvertAbilityRealLevelField('Ore1') ABILITY_RLF_DAMAGE_OSH1 = ConvertAbilityRealLevelField('Osh1') ABILITY_RLF_MAXIMUM_DAMAGE_OSH2 = ConvertAbilityRealLevelField('Osh2') ABILITY_RLF_DISTANCE_OSH3 = ConvertAbilityRealLevelField('Osh3') ABILITY_RLF_FINAL_AREA_OSH4 = ConvertAbilityRealLevelField('Osh4') ABILITY_RLF_GRAPHIC_DELAY_NFD1 = ConvertAbilityRealLevelField('Nfd1') ABILITY_RLF_GRAPHIC_DURATION_NFD2 = ConvertAbilityRealLevelField('Nfd2') ABILITY_RLF_DAMAGE_NFD3 = ConvertAbilityRealLevelField('Nfd3') ABILITY_RLF_SUMMONED_UNIT_DAMAGE_AMS1 = ConvertAbilityRealLevelField('Ams1') ABILITY_RLF_MAGIC_DAMAGE_REDUCTION_AMS2 = ConvertAbilityRealLevelField('Ams2') ABILITY_RLF_AURA_DURATION = ConvertAbilityRealLevelField('Apl1') ABILITY_RLF_DAMAGE_PER_SECOND_APL2 = ConvertAbilityRealLevelField('Apl2') ABILITY_RLF_DURATION_OF_PLAGUE_WARD = ConvertAbilityRealLevelField('Apl3') ABILITY_RLF_AMOUNT_OF_HIT_POINTS_REGENERATED = ConvertAbilityRealLevelField('Oar1') ABILITY_RLF_ATTACK_DAMAGE_INCREASE_AKB1 = ConvertAbilityRealLevelField('Akb1') ABILITY_RLF_MANA_LOSS_ADM1 = ConvertAbilityRealLevelField('Adm1') ABILITY_RLF_SUMMONED_UNIT_DAMAGE_ADM2 = ConvertAbilityRealLevelField('Adm2') ABILITY_RLF_EXPANSION_AMOUNT = ConvertAbilityRealLevelField('Bli1') ABILITY_RLF_INTERVAL_DURATION_BGM2 = ConvertAbilityRealLevelField('Bgm2') ABILITY_RLF_RADIUS_OF_MINING_RING = ConvertAbilityRealLevelField('Bgm4') ABILITY_RLF_ATTACK_SPEED_INCREASE_PERCENT_BLO1 = ConvertAbilityRealLevelField('Blo1') ABILITY_RLF_MOVEMENT_SPEED_INCREASE_PERCENT_BLO2 = ConvertAbilityRealLevelField('Blo2') ABILITY_RLF_SCALING_FACTOR = ConvertAbilityRealLevelField('Blo3') ABILITY_RLF_HIT_POINTS_PER_SECOND_CAN1 = ConvertAbilityRealLevelField('Can1') ABILITY_RLF_MAX_HIT_POINTS = ConvertAbilityRealLevelField('Can2') ABILITY_RLF_DAMAGE_PER_SECOND_DEV2 = ConvertAbilityRealLevelField('Dev2') ABILITY_RLF_MOVEMENT_UPDATE_FREQUENCY_CHD1 = ConvertAbilityRealLevelField('Chd1') ABILITY_RLF_ATTACK_UPDATE_FREQUENCY_CHD2 = ConvertAbilityRealLevelField('Chd2') ABILITY_RLF_SUMMONED_UNIT_DAMAGE_CHD3 = ConvertAbilityRealLevelField('Chd3') ABILITY_RLF_MOVEMENT_SPEED_REDUCTION_PERCENT_CRI1 = ConvertAbilityRealLevelField('Cri1') ABILITY_RLF_ATTACK_SPEED_REDUCTION_PERCENT_CRI2 = ConvertAbilityRealLevelField('Cri2') ABILITY_RLF_DAMAGE_REDUCTION_CRI3 = ConvertAbilityRealLevelField('Cri3') ABILITY_RLF_CHANCE_TO_MISS_CRS = ConvertAbilityRealLevelField('Crs1') ABILITY_RLF_FULL_DAMAGE_RADIUS_DDA1 = ConvertAbilityRealLevelField('Dda1') ABILITY_RLF_FULL_DAMAGE_AMOUNT_DDA2 = ConvertAbilityRealLevelField('Dda2') ABILITY_RLF_PARTIAL_DAMAGE_RADIUS = ConvertAbilityRealLevelField('Dda3') ABILITY_RLF_PARTIAL_DAMAGE_AMOUNT = ConvertAbilityRealLevelField('Dda4') ABILITY_RLF_BUILDING_DAMAGE_FACTOR_SDS1 = ConvertAbilityRealLevelField('Sds1') ABILITY_RLF_MAX_DAMAGE_UCO5 = ConvertAbilityRealLevelField('Uco5') ABILITY_RLF_MOVE_SPEED_BONUS_UCO6 = ConvertAbilityRealLevelField('Uco6') ABILITY_RLF_DAMAGE_TAKEN_PERCENT_DEF1 = ConvertAbilityRealLevelField('Def1') ABILITY_RLF_DAMAGE_DEALT_PERCENT_DEF2 = ConvertAbilityRealLevelField('Def2') ABILITY_RLF_MOVEMENT_SPEED_FACTOR_DEF3 = ConvertAbilityRealLevelField('Def3') ABILITY_RLF_ATTACK_SPEED_FACTOR_DEF4 = ConvertAbilityRealLevelField('Def4') ABILITY_RLF_MAGIC_DAMAGE_REDUCTION_DEF5 = ConvertAbilityRealLevelField('Def5') ABILITY_RLF_CHANCE_TO_DEFLECT = ConvertAbilityRealLevelField('Def6') ABILITY_RLF_DEFLECT_DAMAGE_TAKEN_PIERCING = ConvertAbilityRealLevelField('Def7') ABILITY_RLF_DEFLECT_DAMAGE_TAKEN_SPELLS = ConvertAbilityRealLevelField('Def8') ABILITY_RLF_RIP_DELAY = ConvertAbilityRealLevelField('Eat1') ABILITY_RLF_EAT_DELAY = ConvertAbilityRealLevelField('Eat2') ABILITY_RLF_HIT_POINTS_GAINED_EAT3 = ConvertAbilityRealLevelField('Eat3') ABILITY_RLF_AIR_UNIT_LOWER_DURATION = ConvertAbilityRealLevelField('Ens1') ABILITY_RLF_AIR_UNIT_HEIGHT = ConvertAbilityRealLevelField('Ens2') ABILITY_RLF_MELEE_ATTACK_RANGE = ConvertAbilityRealLevelField('Ens3') ABILITY_RLF_INTERVAL_DURATION_EGM2 = ConvertAbilityRealLevelField('Egm2') ABILITY_RLF_EFFECT_DELAY_FLA2 = ConvertAbilityRealLevelField('Fla2') ABILITY_RLF_MINING_DURATION = ConvertAbilityRealLevelField('Gld2') ABILITY_RLF_RADIUS_OF_GRAVESTONES = ConvertAbilityRealLevelField('Gyd2') ABILITY_RLF_RADIUS_OF_CORPSES = ConvertAbilityRealLevelField('Gyd3') ABILITY_RLF_HIT_POINTS_GAINED_HEA1 = ConvertAbilityRealLevelField('Hea1') ABILITY_RLF_DAMAGE_INCREASE_PERCENT_INF1 = ConvertAbilityRealLevelField('Inf1') ABILITY_RLF_AUTOCAST_RANGE = ConvertAbilityRealLevelField('Inf3') ABILITY_RLF_LIFE_REGEN_RATE = ConvertAbilityRealLevelField('Inf4') ABILITY_RLF_GRAPHIC_DELAY_LIT1 = ConvertAbilityRealLevelField('Lit1') ABILITY_RLF_GRAPHIC_DURATION_LIT2 = ConvertAbilityRealLevelField('Lit2') ABILITY_RLF_DAMAGE_PER_SECOND_LSH1 = ConvertAbilityRealLevelField('Lsh1') ABILITY_RLF_MANA_GAINED = ConvertAbilityRealLevelField('Mbt1') ABILITY_RLF_HIT_POINTS_GAINED_MBT2 = ConvertAbilityRealLevelField('Mbt2') ABILITY_RLF_AUTOCAST_REQUIREMENT = ConvertAbilityRealLevelField('Mbt3') ABILITY_RLF_WATER_HEIGHT = ConvertAbilityRealLevelField('Mbt4') ABILITY_RLF_ACTIVATION_DELAY_MIN1 = ConvertAbilityRealLevelField('Min1') ABILITY_RLF_INVISIBILITY_TRANSITION_TIME = ConvertAbilityRealLevelField('Min2') ABILITY_RLF_ACTIVATION_RADIUS = ConvertAbilityRealLevelField('Neu1') ABILITY_RLF_AMOUNT_REGENERATED = ConvertAbilityRealLevelField('Arm1') ABILITY_RLF_DAMAGE_PER_SECOND_POI1 = ConvertAbilityRealLevelField('Poi1') ABILITY_RLF_ATTACK_SPEED_FACTOR_POI2 = ConvertAbilityRealLevelField('Poi2') ABILITY_RLF_MOVEMENT_SPEED_FACTOR_POI3 = ConvertAbilityRealLevelField('Poi3') ABILITY_RLF_EXTRA_DAMAGE_POA1 = ConvertAbilityRealLevelField('Poa1') ABILITY_RLF_DAMAGE_PER_SECOND_POA2 = ConvertAbilityRealLevelField('Poa2') ABILITY_RLF_ATTACK_SPEED_FACTOR_POA3 = ConvertAbilityRealLevelField('Poa3') ABILITY_RLF_MOVEMENT_SPEED_FACTOR_POA4 = ConvertAbilityRealLevelField('Poa4') ABILITY_RLF_DAMAGE_AMPLIFICATION = ConvertAbilityRealLevelField('Pos2') ABILITY_RLF_CHANCE_TO_STOMP_PERCENT = ConvertAbilityRealLevelField('War1') ABILITY_RLF_DAMAGE_DEALT_WAR2 = ConvertAbilityRealLevelField('War2') ABILITY_RLF_FULL_DAMAGE_RADIUS_WAR3 = ConvertAbilityRealLevelField('War3') ABILITY_RLF_HALF_DAMAGE_RADIUS_WAR4 = ConvertAbilityRealLevelField('War4') ABILITY_RLF_SUMMONED_UNIT_DAMAGE_PRG3 = ConvertAbilityRealLevelField('Prg3') ABILITY_RLF_UNIT_PAUSE_DURATION = ConvertAbilityRealLevelField('Prg4') ABILITY_RLF_HERO_PAUSE_DURATION = ConvertAbilityRealLevelField('Prg5') ABILITY_RLF_HIT_POINTS_GAINED_REJ1 = ConvertAbilityRealLevelField('Rej1') ABILITY_RLF_MANA_POINTS_GAINED_REJ2 = ConvertAbilityRealLevelField('Rej2') ABILITY_RLF_MINIMUM_LIFE_REQUIRED = ConvertAbilityRealLevelField('Rpb3') ABILITY_RLF_MINIMUM_MANA_REQUIRED = ConvertAbilityRealLevelField('Rpb4') ABILITY_RLF_REPAIR_COST_RATIO = ConvertAbilityRealLevelField('Rep1') ABILITY_RLF_REPAIR_TIME_RATIO = ConvertAbilityRealLevelField('Rep2') ABILITY_RLF_POWERBUILD_COST = ConvertAbilityRealLevelField('Rep3') ABILITY_RLF_POWERBUILD_RATE = ConvertAbilityRealLevelField('Rep4') ABILITY_RLF_NAVAL_RANGE_BONUS = ConvertAbilityRealLevelField('Rep5') ABILITY_RLF_DAMAGE_INCREASE_PERCENT_ROA1 = ConvertAbilityRealLevelField('Roa1') ABILITY_RLF_LIFE_REGENERATION_RATE = ConvertAbilityRealLevelField('Roa3') ABILITY_RLF_MANA_REGEN = ConvertAbilityRealLevelField('Roa4') ABILITY_RLF_DAMAGE_INCREASE = ConvertAbilityRealLevelField('Nbr1') ABILITY_RLF_SALVAGE_COST_RATIO = ConvertAbilityRealLevelField('Sal1') ABILITY_RLF_IN_FLIGHT_SIGHT_RADIUS = ConvertAbilityRealLevelField('Esn1') ABILITY_RLF_HOVERING_SIGHT_RADIUS = ConvertAbilityRealLevelField('Esn2') ABILITY_RLF_HOVERING_HEIGHT = ConvertAbilityRealLevelField('Esn3') ABILITY_RLF_DURATION_OF_OWLS = ConvertAbilityRealLevelField('Esn5') ABILITY_RLF_FADE_DURATION = ConvertAbilityRealLevelField('Shm1') ABILITY_RLF_DAY_NIGHT_DURATION = ConvertAbilityRealLevelField('Shm2') ABILITY_RLF_ACTION_DURATION = ConvertAbilityRealLevelField('Shm3') ABILITY_RLF_MOVEMENT_SPEED_FACTOR_SLO1 = ConvertAbilityRealLevelField('Slo1') ABILITY_RLF_ATTACK_SPEED_FACTOR_SLO2 = ConvertAbilityRealLevelField('Slo2') ABILITY_RLF_DAMAGE_PER_SECOND_SPO1 = ConvertAbilityRealLevelField('Spo1') ABILITY_RLF_MOVEMENT_SPEED_FACTOR_SPO2 = ConvertAbilityRealLevelField('Spo2') ABILITY_RLF_ATTACK_SPEED_FACTOR_SPO3 = ConvertAbilityRealLevelField('Spo3') ABILITY_RLF_ACTIVATION_DELAY_STA1 = ConvertAbilityRealLevelField('Sta1') ABILITY_RLF_DETECTION_RADIUS_STA2 = ConvertAbilityRealLevelField('Sta2') ABILITY_RLF_DETONATION_RADIUS = ConvertAbilityRealLevelField('Sta3') ABILITY_RLF_STUN_DURATION_STA4 = ConvertAbilityRealLevelField('Sta4') ABILITY_RLF_ATTACK_SPEED_BONUS_PERCENT = ConvertAbilityRealLevelField('Uhf1') ABILITY_RLF_DAMAGE_PER_SECOND_UHF2 = ConvertAbilityRealLevelField('Uhf2') ABILITY_RLF_LUMBER_PER_INTERVAL = ConvertAbilityRealLevelField('Wha1') ABILITY_RLF_ART_ATTACHMENT_HEIGHT = ConvertAbilityRealLevelField('Wha3') ABILITY_RLF_TELEPORT_AREA_WIDTH = ConvertAbilityRealLevelField('Wrp1') ABILITY_RLF_TELEPORT_AREA_HEIGHT = ConvertAbilityRealLevelField('Wrp2') ABILITY_RLF_LIFE_STOLEN_PER_ATTACK = ConvertAbilityRealLevelField('Ivam') ABILITY_RLF_DAMAGE_BONUS_IDAM = ConvertAbilityRealLevelField('Idam') ABILITY_RLF_CHANCE_TO_HIT_UNITS_PERCENT = ConvertAbilityRealLevelField('Iob2') ABILITY_RLF_CHANCE_TO_HIT_HEROS_PERCENT = ConvertAbilityRealLevelField('Iob3') ABILITY_RLF_CHANCE_TO_HIT_SUMMONS_PERCENT = ConvertAbilityRealLevelField('Iob4') ABILITY_RLF_DELAY_FOR_TARGET_EFFECT = ConvertAbilityRealLevelField('Idel') ABILITY_RLF_DAMAGE_DEALT_PERCENT_OF_NORMAL = ConvertAbilityRealLevelField('Iild') ABILITY_RLF_DAMAGE_RECEIVED_MULTIPLIER = ConvertAbilityRealLevelField('Iilw') ABILITY_RLF_MANA_REGENERATION_BONUS_AS_FRACTION_OF_NORMAL = ConvertAbilityRealLevelField('Imrp') ABILITY_RLF_MOVEMENT_SPEED_INCREASE_ISPI = ConvertAbilityRealLevelField('Ispi') ABILITY_RLF_DAMAGE_PER_SECOND_IDPS = ConvertAbilityRealLevelField('Idps') ABILITY_RLF_ATTACK_DAMAGE_INCREASE_CAC1 = ConvertAbilityRealLevelField('Cac1') ABILITY_RLF_DAMAGE_PER_SECOND_COR1 = ConvertAbilityRealLevelField('Cor1') ABILITY_RLF_ATTACK_SPEED_INCREASE_ISX1 = ConvertAbilityRealLevelField('Isx1') ABILITY_RLF_DAMAGE_WRS1 = ConvertAbilityRealLevelField('Wrs1') ABILITY_RLF_TERRAIN_DEFORMATION_AMPLITUDE = ConvertAbilityRealLevelField('Wrs2') ABILITY_RLF_DAMAGE_CTC1 = ConvertAbilityRealLevelField('Ctc1') ABILITY_RLF_EXTRA_DAMAGE_TO_TARGET = ConvertAbilityRealLevelField('Ctc2') ABILITY_RLF_MOVEMENT_SPEED_REDUCTION_CTC3 = ConvertAbilityRealLevelField('Ctc3') ABILITY_RLF_ATTACK_SPEED_REDUCTION_CTC4 = ConvertAbilityRealLevelField('Ctc4') ABILITY_RLF_DAMAGE_CTB1 = ConvertAbilityRealLevelField('Ctb1') ABILITY_RLF_CASTING_DELAY_SECONDS = ConvertAbilityRealLevelField('Uds2') ABILITY_RLF_MANA_LOSS_PER_UNIT_DTN1 = ConvertAbilityRealLevelField('Dtn1') ABILITY_RLF_DAMAGE_TO_SUMMONED_UNITS_DTN2 = ConvertAbilityRealLevelField('Dtn2') ABILITY_RLF_TRANSITION_TIME_SECONDS = ConvertAbilityRealLevelField('Ivs1') ABILITY_RLF_MANA_DRAINED_PER_SECOND_NMR1 = ConvertAbilityRealLevelField('Nmr1') ABILITY_RLF_CHANCE_TO_REDUCE_DAMAGE_PERCENT = ConvertAbilityRealLevelField('Ssk1') ABILITY_RLF_MINIMUM_DAMAGE = ConvertAbilityRealLevelField('Ssk2') ABILITY_RLF_IGNORED_DAMAGE = ConvertAbilityRealLevelField('Ssk3') ABILITY_RLF_FULL_DAMAGE_DEALT = ConvertAbilityRealLevelField('Hfs1') ABILITY_RLF_FULL_DAMAGE_INTERVAL = ConvertAbilityRealLevelField('Hfs2') ABILITY_RLF_HALF_DAMAGE_DEALT = ConvertAbilityRealLevelField('Hfs3') ABILITY_RLF_HALF_DAMAGE_INTERVAL = ConvertAbilityRealLevelField('Hfs4') ABILITY_RLF_BUILDING_REDUCTION_HFS5 = ConvertAbilityRealLevelField('Hfs5') ABILITY_RLF_MAXIMUM_DAMAGE_HFS6 = ConvertAbilityRealLevelField('Hfs6') ABILITY_RLF_MANA_PER_HIT_POINT = ConvertAbilityRealLevelField('Nms1') ABILITY_RLF_DAMAGE_ABSORBED_PERCENT = ConvertAbilityRealLevelField('Nms2') ABILITY_RLF_WAVE_DISTANCE = ConvertAbilityRealLevelField('Uim1') ABILITY_RLF_WAVE_TIME_SECONDS = ConvertAbilityRealLevelField('Uim2') ABILITY_RLF_DAMAGE_DEALT_UIM3 = ConvertAbilityRealLevelField('Uim3') ABILITY_RLF_AIR_TIME_SECONDS_UIM4 = ConvertAbilityRealLevelField('Uim4') ABILITY_RLF_UNIT_RELEASE_INTERVAL_SECONDS = ConvertAbilityRealLevelField('Uls2') ABILITY_RLF_DAMAGE_RETURN_FACTOR = ConvertAbilityRealLevelField('Uls4') ABILITY_RLF_DAMAGE_RETURN_THRESHOLD = ConvertAbilityRealLevelField('Uls5') ABILITY_RLF_RETURNED_DAMAGE_FACTOR = ConvertAbilityRealLevelField('Uts1') ABILITY_RLF_RECEIVED_DAMAGE_FACTOR = ConvertAbilityRealLevelField('Uts2') ABILITY_RLF_DEFENSE_BONUS_UTS3 = ConvertAbilityRealLevelField('Uts3') ABILITY_RLF_DAMAGE_BONUS_NBA1 = ConvertAbilityRealLevelField('Nba1') ABILITY_RLF_SUMMONED_UNIT_DURATION_SECONDS_NBA3 = ConvertAbilityRealLevelField('Nba3') ABILITY_RLF_MANA_PER_SUMMONED_HITPOINT = ConvertAbilityRealLevelField('Cmg2') ABILITY_RLF_CHARGE_FOR_CURRENT_LIFE = ConvertAbilityRealLevelField('Cmg3') ABILITY_RLF_HIT_POINTS_DRAINED = ConvertAbilityRealLevelField('Ndr1') ABILITY_RLF_MANA_POINTS_DRAINED = ConvertAbilityRealLevelField('Ndr2') ABILITY_RLF_DRAIN_INTERVAL_SECONDS = ConvertAbilityRealLevelField('Ndr3') ABILITY_RLF_LIFE_TRANSFERRED_PER_SECOND = ConvertAbilityRealLevelField('Ndr4') ABILITY_RLF_MANA_TRANSFERRED_PER_SECOND = ConvertAbilityRealLevelField('Ndr5') ABILITY_RLF_BONUS_LIFE_FACTOR = ConvertAbilityRealLevelField('Ndr6') ABILITY_RLF_BONUS_LIFE_DECAY = ConvertAbilityRealLevelField('Ndr7') ABILITY_RLF_BONUS_MANA_FACTOR = ConvertAbilityRealLevelField('Ndr8') ABILITY_RLF_BONUS_MANA_DECAY = ConvertAbilityRealLevelField('Ndr9') ABILITY_RLF_CHANCE_TO_MISS_PERCENT = ConvertAbilityRealLevelField('Nsi2') ABILITY_RLF_MOVEMENT_SPEED_MODIFIER = ConvertAbilityRealLevelField('Nsi3') ABILITY_RLF_ATTACK_SPEED_MODIFIER = ConvertAbilityRealLevelField('Nsi4') ABILITY_RLF_DAMAGE_PER_SECOND_TDG1 = ConvertAbilityRealLevelField('Tdg1') ABILITY_RLF_MEDIUM_DAMAGE_RADIUS_TDG2 = ConvertAbilityRealLevelField('Tdg2') ABILITY_RLF_MEDIUM_DAMAGE_PER_SECOND = ConvertAbilityRealLevelField('Tdg3') ABILITY_RLF_SMALL_DAMAGE_RADIUS_TDG4 = ConvertAbilityRealLevelField('Tdg4') ABILITY_RLF_SMALL_DAMAGE_PER_SECOND = ConvertAbilityRealLevelField('Tdg5') ABILITY_RLF_AIR_TIME_SECONDS_TSP1 = ConvertAbilityRealLevelField('Tsp1') ABILITY_RLF_MINIMUM_HIT_INTERVAL_SECONDS = ConvertAbilityRealLevelField('Tsp2') ABILITY_RLF_DAMAGE_PER_SECOND_NBF5 = ConvertAbilityRealLevelField('Nbf5') ABILITY_RLF_MAXIMUM_RANGE = ConvertAbilityRealLevelField('Ebl1') ABILITY_RLF_MINIMUM_RANGE = ConvertAbilityRealLevelField('Ebl2') ABILITY_RLF_DAMAGE_PER_TARGET_EFK1 = ConvertAbilityRealLevelField('Efk1') ABILITY_RLF_MAXIMUM_TOTAL_DAMAGE = ConvertAbilityRealLevelField('Efk2') ABILITY_RLF_MAXIMUM_SPEED_ADJUSTMENT = ConvertAbilityRealLevelField('Efk4') ABILITY_RLF_DECAYING_DAMAGE = ConvertAbilityRealLevelField('Esh1') ABILITY_RLF_MOVEMENT_SPEED_FACTOR_ESH2 = ConvertAbilityRealLevelField('Esh2') ABILITY_RLF_ATTACK_SPEED_FACTOR_ESH3 = ConvertAbilityRealLevelField('Esh3') ABILITY_RLF_DECAY_POWER = ConvertAbilityRealLevelField('Esh4') ABILITY_RLF_INITIAL_DAMAGE_ESH5 = ConvertAbilityRealLevelField('Esh5') ABILITY_RLF_MAXIMUM_LIFE_ABSORBED = ConvertAbilityRealLevelField('abs1') ABILITY_RLF_MAXIMUM_MANA_ABSORBED = ConvertAbilityRealLevelField('abs2') ABILITY_RLF_MOVEMENT_SPEED_INCREASE_BSK1 = ConvertAbilityRealLevelField('bsk1') ABILITY_RLF_ATTACK_SPEED_INCREASE_BSK2 = ConvertAbilityRealLevelField('bsk2') ABILITY_RLF_DAMAGE_TAKEN_INCREASE = ConvertAbilityRealLevelField('bsk3') ABILITY_RLF_LIFE_PER_UNIT = ConvertAbilityRealLevelField('dvm1') ABILITY_RLF_MANA_PER_UNIT = ConvertAbilityRealLevelField('dvm2') ABILITY_RLF_LIFE_PER_BUFF = ConvertAbilityRealLevelField('dvm3') ABILITY_RLF_MANA_PER_BUFF = ConvertAbilityRealLevelField('dvm4') ABILITY_RLF_SUMMONED_UNIT_DAMAGE_DVM5 = ConvertAbilityRealLevelField('dvm5') ABILITY_RLF_DAMAGE_BONUS_FAK1 = ConvertAbilityRealLevelField('fak1') ABILITY_RLF_MEDIUM_DAMAGE_FACTOR_FAK2 = ConvertAbilityRealLevelField('fak2') ABILITY_RLF_SMALL_DAMAGE_FACTOR_FAK3 = ConvertAbilityRealLevelField('fak3') ABILITY_RLF_FULL_DAMAGE_RADIUS_FAK4 = ConvertAbilityRealLevelField('fak4') ABILITY_RLF_HALF_DAMAGE_RADIUS_FAK5 = ConvertAbilityRealLevelField('fak5') ABILITY_RLF_EXTRA_DAMAGE_PER_SECOND = ConvertAbilityRealLevelField('liq1') ABILITY_RLF_MOVEMENT_SPEED_REDUCTION_LIQ2 = ConvertAbilityRealLevelField('liq2') ABILITY_RLF_ATTACK_SPEED_REDUCTION_LIQ3 = ConvertAbilityRealLevelField('liq3') ABILITY_RLF_MAGIC_DAMAGE_FACTOR = ConvertAbilityRealLevelField('mim1') ABILITY_RLF_UNIT_DAMAGE_PER_MANA_POINT = ConvertAbilityRealLevelField('mfl1') ABILITY_RLF_HERO_DAMAGE_PER_MANA_POINT = ConvertAbilityRealLevelField('mfl2') ABILITY_RLF_UNIT_MAXIMUM_DAMAGE = ConvertAbilityRealLevelField('mfl3') ABILITY_RLF_HERO_MAXIMUM_DAMAGE = ConvertAbilityRealLevelField('mfl4') ABILITY_RLF_DAMAGE_COOLDOWN = ConvertAbilityRealLevelField('mfl5') ABILITY_RLF_DISTRIBUTED_DAMAGE_FACTOR_SPL1 = ConvertAbilityRealLevelField('spl1') ABILITY_RLF_LIFE_REGENERATED = ConvertAbilityRealLevelField('irl1') ABILITY_RLF_MANA_REGENERATED = ConvertAbilityRealLevelField('irl2') ABILITY_RLF_MANA_LOSS_PER_UNIT_IDC1 = ConvertAbilityRealLevelField('idc1') ABILITY_RLF_SUMMONED_UNIT_DAMAGE_IDC2 = ConvertAbilityRealLevelField('idc2') ABILITY_RLF_ACTIVATION_DELAY_IMO2 = ConvertAbilityRealLevelField('imo2') ABILITY_RLF_LURE_INTERVAL_SECONDS = ConvertAbilityRealLevelField('imo3') ABILITY_RLF_DAMAGE_BONUS_ISR1 = ConvertAbilityRealLevelField('isr1') ABILITY_RLF_DAMAGE_REDUCTION_ISR2 = ConvertAbilityRealLevelField('isr2') ABILITY_RLF_DAMAGE_BONUS_IPV1 = ConvertAbilityRealLevelField('ipv1') ABILITY_RLF_LIFE_STEAL_AMOUNT = ConvertAbilityRealLevelField('ipv2') ABILITY_RLF_LIFE_RESTORED_FACTOR = ConvertAbilityRealLevelField('ast1') ABILITY_RLF_MANA_RESTORED_FACTOR = ConvertAbilityRealLevelField('ast2') ABILITY_RLF_ATTACH_DELAY = ConvertAbilityRealLevelField('gra1') ABILITY_RLF_REMOVE_DELAY = ConvertAbilityRealLevelField('gra2') ABILITY_RLF_HERO_REGENERATION_DELAY = ConvertAbilityRealLevelField('Nsa2') ABILITY_RLF_UNIT_REGENERATION_DELAY = ConvertAbilityRealLevelField('Nsa3') ABILITY_RLF_MAGIC_DAMAGE_REDUCTION_NSA4 = ConvertAbilityRealLevelField('Nsa4') ABILITY_RLF_HIT_POINTS_PER_SECOND_NSA5 = ConvertAbilityRealLevelField('Nsa5') ABILITY_RLF_DAMAGE_TO_SUMMONED_UNITS_IXS1 = ConvertAbilityRealLevelField('Ixs1') ABILITY_RLF_MAGIC_DAMAGE_REDUCTION_IXS2 = ConvertAbilityRealLevelField('Ixs2') ABILITY_RLF_SUMMONED_UNIT_DURATION = ConvertAbilityRealLevelField('Npa6') ABILITY_RLF_SHIELD_COOLDOWN_TIME = ConvertAbilityRealLevelField('Nse1') ABILITY_RLF_DAMAGE_PER_SECOND_NDO1 = ConvertAbilityRealLevelField('Ndo1') ABILITY_RLF_SUMMONED_UNIT_DURATION_SECONDS_NDO3 = ConvertAbilityRealLevelField('Ndo3') ABILITY_RLF_MEDIUM_DAMAGE_RADIUS_FLK1 = ConvertAbilityRealLevelField('flk1') ABILITY_RLF_SMALL_DAMAGE_RADIUS_FLK2 = ConvertAbilityRealLevelField('flk2') ABILITY_RLF_FULL_DAMAGE_AMOUNT_FLK3 = ConvertAbilityRealLevelField('flk3') ABILITY_RLF_MEDIUM_DAMAGE_AMOUNT = ConvertAbilityRealLevelField('flk4') ABILITY_RLF_SMALL_DAMAGE_AMOUNT = ConvertAbilityRealLevelField('flk5') ABILITY_RLF_MOVEMENT_SPEED_REDUCTION_PERCENT_HBN1 = ConvertAbilityRealLevelField('Hbn1') ABILITY_RLF_ATTACK_SPEED_REDUCTION_PERCENT_HBN2 = ConvertAbilityRealLevelField('Hbn2') ABILITY_RLF_MAX_MANA_DRAINED_UNITS = ConvertAbilityRealLevelField('fbk1') ABILITY_RLF_DAMAGE_RATIO_UNITS_PERCENT = ConvertAbilityRealLevelField('fbk2') ABILITY_RLF_MAX_MANA_DRAINED_HEROS = ConvertAbilityRealLevelField('fbk3') ABILITY_RLF_DAMAGE_RATIO_HEROS_PERCENT = ConvertAbilityRealLevelField('fbk4') ABILITY_RLF_SUMMONED_DAMAGE = ConvertAbilityRealLevelField('fbk5') ABILITY_RLF_DISTRIBUTED_DAMAGE_FACTOR_NCA1 = ConvertAbilityRealLevelField('nca1') ABILITY_RLF_INITIAL_DAMAGE_PXF1 = ConvertAbilityRealLevelField('pxf1') ABILITY_RLF_DAMAGE_PER_SECOND_PXF2 = ConvertAbilityRealLevelField('pxf2') ABILITY_RLF_DAMAGE_PER_SECOND_MLS1 = ConvertAbilityRealLevelField('mls1') ABILITY_RLF_BEAST_COLLISION_RADIUS = ConvertAbilityRealLevelField('Nst2') ABILITY_RLF_DAMAGE_AMOUNT_NST3 = ConvertAbilityRealLevelField('Nst3') ABILITY_RLF_DAMAGE_RADIUS = ConvertAbilityRealLevelField('Nst4') ABILITY_RLF_DAMAGE_DELAY = ConvertAbilityRealLevelField('Nst5') ABILITY_RLF_FOLLOW_THROUGH_TIME = ConvertAbilityRealLevelField('Ncl1') ABILITY_RLF_ART_DURATION = ConvertAbilityRealLevelField('Ncl4') ABILITY_RLF_MOVEMENT_SPEED_REDUCTION_PERCENT_NAB1 = ConvertAbilityRealLevelField('Nab1') ABILITY_RLF_ATTACK_SPEED_REDUCTION_PERCENT_NAB2 = ConvertAbilityRealLevelField('Nab2') ABILITY_RLF_PRIMARY_DAMAGE = ConvertAbilityRealLevelField('Nab4') ABILITY_RLF_SECONDARY_DAMAGE = ConvertAbilityRealLevelField('Nab5') ABILITY_RLF_DAMAGE_INTERVAL_NAB6 = ConvertAbilityRealLevelField('Nab6') ABILITY_RLF_GOLD_COST_FACTOR = ConvertAbilityRealLevelField('Ntm1') ABILITY_RLF_LUMBER_COST_FACTOR = ConvertAbilityRealLevelField('Ntm2') ABILITY_RLF_MOVE_SPEED_BONUS_NEG1 = ConvertAbilityRealLevelField('Neg1') ABILITY_RLF_DAMAGE_BONUS_NEG2 = ConvertAbilityRealLevelField('Neg2') ABILITY_RLF_DAMAGE_AMOUNT_NCS1 = ConvertAbilityRealLevelField('Ncs1') ABILITY_RLF_DAMAGE_INTERVAL_NCS2 = ConvertAbilityRealLevelField('Ncs2') ABILITY_RLF_MAX_DAMAGE_NCS4 = ConvertAbilityRealLevelField('Ncs4') ABILITY_RLF_BUILDING_DAMAGE_FACTOR_NCS5 = ConvertAbilityRealLevelField('Ncs5') ABILITY_RLF_EFFECT_DURATION = ConvertAbilityRealLevelField('Ncs6') ABILITY_RLF_SPAWN_INTERVAL_NSY1 = ConvertAbilityRealLevelField('Nsy1') ABILITY_RLF_SPAWN_UNIT_DURATION = ConvertAbilityRealLevelField('Nsy3') ABILITY_RLF_SPAWN_UNIT_OFFSET = ConvertAbilityRealLevelField('Nsy4') ABILITY_RLF_LEASH_RANGE_NSY5 = ConvertAbilityRealLevelField('Nsy5') ABILITY_RLF_SPAWN_INTERVAL_NFY1 = ConvertAbilityRealLevelField('Nfy1') ABILITY_RLF_LEASH_RANGE_NFY2 = ConvertAbilityRealLevelField('Nfy2') ABILITY_RLF_CHANCE_TO_DEMOLISH = ConvertAbilityRealLevelField('Nde1') ABILITY_RLF_DAMAGE_MULTIPLIER_BUILDINGS = ConvertAbilityRealLevelField('Nde2') ABILITY_RLF_DAMAGE_MULTIPLIER_UNITS = ConvertAbilityRealLevelField('Nde3') ABILITY_RLF_DAMAGE_MULTIPLIER_HEROES = ConvertAbilityRealLevelField('Nde4') ABILITY_RLF_BONUS_DAMAGE_MULTIPLIER = ConvertAbilityRealLevelField('Nic1') ABILITY_RLF_DEATH_DAMAGE_FULL_AMOUNT = ConvertAbilityRealLevelField('Nic2') ABILITY_RLF_DEATH_DAMAGE_FULL_AREA = ConvertAbilityRealLevelField('Nic3') ABILITY_RLF_DEATH_DAMAGE_HALF_AMOUNT = ConvertAbilityRealLevelField('Nic4') ABILITY_RLF_DEATH_DAMAGE_HALF_AREA = ConvertAbilityRealLevelField('Nic5') ABILITY_RLF_DEATH_DAMAGE_DELAY = ConvertAbilityRealLevelField('Nic6') ABILITY_RLF_DAMAGE_AMOUNT_NSO1 = ConvertAbilityRealLevelField('Nso1') ABILITY_RLF_DAMAGE_PERIOD = ConvertAbilityRealLevelField('Nso2') ABILITY_RLF_DAMAGE_PENALTY = ConvertAbilityRealLevelField('Nso3') ABILITY_RLF_MOVEMENT_SPEED_REDUCTION_PERCENT_NSO4 = ConvertAbilityRealLevelField('Nso4') ABILITY_RLF_ATTACK_SPEED_REDUCTION_PERCENT_NSO5 = ConvertAbilityRealLevelField('Nso5') ABILITY_RLF_SPLIT_DELAY = ConvertAbilityRealLevelField('Nlm2') ABILITY_RLF_MAX_HITPOINT_FACTOR = ConvertAbilityRealLevelField('Nlm4') ABILITY_RLF_LIFE_DURATION_SPLIT_BONUS = ConvertAbilityRealLevelField('Nlm5') ABILITY_RLF_WAVE_INTERVAL = ConvertAbilityRealLevelField('Nvc3') ABILITY_RLF_BUILDING_DAMAGE_FACTOR_NVC4 = ConvertAbilityRealLevelField('Nvc4') ABILITY_RLF_FULL_DAMAGE_AMOUNT_NVC5 = ConvertAbilityRealLevelField('Nvc5') ABILITY_RLF_HALF_DAMAGE_FACTOR = ConvertAbilityRealLevelField('Nvc6') ABILITY_RLF_INTERVAL_BETWEEN_PULSES = ConvertAbilityRealLevelField('Tau5') ABILITY_BLF_PERCENT_BONUS_HAB2 = ConvertAbilityBooleanLevelField('Hab2') ABILITY_BLF_USE_TELEPORT_CLUSTERING_HMT3 = ConvertAbilityBooleanLevelField('Hmt3') ABILITY_BLF_NEVER_MISS_OCR5 = ConvertAbilityBooleanLevelField('Ocr5') ABILITY_BLF_EXCLUDE_ITEM_DAMAGE = ConvertAbilityBooleanLevelField('Ocr6') ABILITY_BLF_BACKSTAB_DAMAGE = ConvertAbilityBooleanLevelField('Owk4') ABILITY_BLF_INHERIT_UPGRADES_UAN3 = ConvertAbilityBooleanLevelField('Uan3') ABILITY_BLF_MANA_CONVERSION_AS_PERCENT = ConvertAbilityBooleanLevelField('Udp3') ABILITY_BLF_LIFE_CONVERSION_AS_PERCENT = ConvertAbilityBooleanLevelField('Udp4') ABILITY_BLF_LEAVE_TARGET_ALIVE = ConvertAbilityBooleanLevelField('Udp5') ABILITY_BLF_PERCENT_BONUS_UAU3 = ConvertAbilityBooleanLevelField('Uau3') ABILITY_BLF_DAMAGE_IS_PERCENT_RECEIVED = ConvertAbilityBooleanLevelField('Eah2') ABILITY_BLF_MELEE_BONUS = ConvertAbilityBooleanLevelField('Ear2') ABILITY_BLF_RANGED_BONUS = ConvertAbilityBooleanLevelField('Ear3') ABILITY_BLF_FLAT_BONUS = ConvertAbilityBooleanLevelField('Ear4') ABILITY_BLF_NEVER_MISS_HBH5 = ConvertAbilityBooleanLevelField('Hbh5') ABILITY_BLF_PERCENT_BONUS_HAD2 = ConvertAbilityBooleanLevelField('Had2') ABILITY_BLF_CAN_DEACTIVATE = ConvertAbilityBooleanLevelField('Hds1') ABILITY_BLF_RAISED_UNITS_ARE_INVULNERABLE = ConvertAbilityBooleanLevelField('Hre2') ABILITY_BLF_PERCENTAGE_OAR2 = ConvertAbilityBooleanLevelField('Oar2') ABILITY_BLF_SUMMON_BUSY_UNITS = ConvertAbilityBooleanLevelField('Btl2') ABILITY_BLF_CREATES_BLIGHT = ConvertAbilityBooleanLevelField('Bli2') ABILITY_BLF_EXPLODES_ON_DEATH = ConvertAbilityBooleanLevelField('Sds6') ABILITY_BLF_ALWAYS_AUTOCAST_FAE2 = ConvertAbilityBooleanLevelField('Fae2') ABILITY_BLF_REGENERATE_ONLY_AT_NIGHT = ConvertAbilityBooleanLevelField('Mbt5') ABILITY_BLF_SHOW_SELECT_UNIT_BUTTON = ConvertAbilityBooleanLevelField('Neu3') ABILITY_BLF_SHOW_UNIT_INDICATOR = ConvertAbilityBooleanLevelField('Neu4') ABILITY_BLF_CHARGE_OWNING_PLAYER = ConvertAbilityBooleanLevelField('Ans6') ABILITY_BLF_PERCENTAGE_ARM2 = ConvertAbilityBooleanLevelField('Arm2') ABILITY_BLF_TARGET_IS_INVULNERABLE = ConvertAbilityBooleanLevelField('Pos3') ABILITY_BLF_TARGET_IS_MAGIC_IMMUNE = ConvertAbilityBooleanLevelField('Pos4') ABILITY_BLF_KILL_ON_CASTER_DEATH = ConvertAbilityBooleanLevelField('Ucb6') ABILITY_BLF_NO_TARGET_REQUIRED_REJ4 = ConvertAbilityBooleanLevelField('Rej4') ABILITY_BLF_ACCEPTS_GOLD = ConvertAbilityBooleanLevelField('Rtn1') ABILITY_BLF_ACCEPTS_LUMBER = ConvertAbilityBooleanLevelField('Rtn2') ABILITY_BLF_PREFER_HOSTILES_ROA5 = ConvertAbilityBooleanLevelField('Roa5') ABILITY_BLF_PREFER_FRIENDLIES_ROA6 = ConvertAbilityBooleanLevelField('Roa6') ABILITY_BLF_ROOTED_TURNING = ConvertAbilityBooleanLevelField('Roo3') ABILITY_BLF_ALWAYS_AUTOCAST_SLO3 = ConvertAbilityBooleanLevelField('Slo3') ABILITY_BLF_HIDE_BUTTON = ConvertAbilityBooleanLevelField('Ihid') ABILITY_BLF_USE_TELEPORT_CLUSTERING_ITP2 = ConvertAbilityBooleanLevelField('Itp2') ABILITY_BLF_IMMUNE_TO_MORPH_EFFECTS = ConvertAbilityBooleanLevelField('Eth1') ABILITY_BLF_DOES_NOT_BLOCK_BUILDINGS = ConvertAbilityBooleanLevelField('Eth2') ABILITY_BLF_AUTO_ACQUIRE_ATTACK_TARGETS = ConvertAbilityBooleanLevelField('Gho1') ABILITY_BLF_IMMUNE_TO_MORPH_EFFECTS_GHO2 = ConvertAbilityBooleanLevelField('Gho2') ABILITY_BLF_DO_NOT_BLOCK_BUILDINGS = ConvertAbilityBooleanLevelField('Gho3') ABILITY_BLF_INCLUDE_RANGED_DAMAGE = ConvertAbilityBooleanLevelField('Ssk4') ABILITY_BLF_INCLUDE_MELEE_DAMAGE = ConvertAbilityBooleanLevelField('Ssk5') ABILITY_BLF_MOVE_TO_PARTNER = ConvertAbilityBooleanLevelField('coa2') ABILITY_BLF_CAN_BE_DISPELLED = ConvertAbilityBooleanLevelField('cyc1') ABILITY_BLF_IGNORE_FRIENDLY_BUFFS = ConvertAbilityBooleanLevelField('dvm6') ABILITY_BLF_DROP_ITEMS_ON_DEATH = ConvertAbilityBooleanLevelField('inv2') ABILITY_BLF_CAN_USE_ITEMS = ConvertAbilityBooleanLevelField('inv3') ABILITY_BLF_CAN_GET_ITEMS = ConvertAbilityBooleanLevelField('inv4') ABILITY_BLF_CAN_DROP_ITEMS = ConvertAbilityBooleanLevelField('inv5') ABILITY_BLF_REPAIRS_ALLOWED = ConvertAbilityBooleanLevelField('liq4') ABILITY_BLF_CASTER_ONLY_SPLASH = ConvertAbilityBooleanLevelField('mfl6') ABILITY_BLF_NO_TARGET_REQUIRED_IRL4 = ConvertAbilityBooleanLevelField('irl4') ABILITY_BLF_DISPEL_ON_ATTACK = ConvertAbilityBooleanLevelField('irl5') ABILITY_BLF_AMOUNT_IS_RAW_VALUE = ConvertAbilityBooleanLevelField('ipv3') ABILITY_BLF_SHARED_SPELL_COOLDOWN = ConvertAbilityBooleanLevelField('spb2') ABILITY_BLF_SLEEP_ONCE = ConvertAbilityBooleanLevelField('sla1') ABILITY_BLF_ALLOW_ON_ANY_PLAYER_SLOT = ConvertAbilityBooleanLevelField('sla2') ABILITY_BLF_DISABLE_OTHER_ABILITIES = ConvertAbilityBooleanLevelField('Ncl5') ABILITY_BLF_ALLOW_BOUNTY = ConvertAbilityBooleanLevelField('Ntm4') ABILITY_SLF_ICON_NORMAL = ConvertAbilityStringLevelField('aart') ABILITY_SLF_CASTER = ConvertAbilityStringLevelField('acat') ABILITY_SLF_TARGET = ConvertAbilityStringLevelField('atat') ABILITY_SLF_SPECIAL = ConvertAbilityStringLevelField('asat') ABILITY_SLF_EFFECT = ConvertAbilityStringLevelField('aeat') ABILITY_SLF_AREA_EFFECT = ConvertAbilityStringLevelField('aaea') ABILITY_SLF_LIGHTNING_EFFECTS = ConvertAbilityStringLevelField('alig') ABILITY_SLF_MISSILE_ART = ConvertAbilityStringLevelField('amat') ABILITY_SLF_TOOLTIP_LEARN = ConvertAbilityStringLevelField('aret') ABILITY_SLF_TOOLTIP_LEARN_EXTENDED = ConvertAbilityStringLevelField('arut') ABILITY_SLF_TOOLTIP_NORMAL = ConvertAbilityStringLevelField('atp1') ABILITY_SLF_TOOLTIP_TURN_OFF = ConvertAbilityStringLevelField('aut1') ABILITY_SLF_TOOLTIP_NORMAL_EXTENDED = ConvertAbilityStringLevelField('aub1') ABILITY_SLF_TOOLTIP_TURN_OFF_EXTENDED = ConvertAbilityStringLevelField('auu1') ABILITY_SLF_NORMAL_FORM_UNIT_EME1 = ConvertAbilityStringLevelField('Eme1') ABILITY_SLF_SPAWNED_UNITS = ConvertAbilityStringLevelField('Ndp1') ABILITY_SLF_ABILITY_FOR_UNIT_CREATION = ConvertAbilityStringLevelField('Nrc1') ABILITY_SLF_NORMAL_FORM_UNIT_MIL1 = ConvertAbilityStringLevelField('Mil1') ABILITY_SLF_ALTERNATE_FORM_UNIT_MIL2 = ConvertAbilityStringLevelField('Mil2') ABILITY_SLF_BASE_ORDER_ID_ANS5 = ConvertAbilityStringLevelField('Ans5') ABILITY_SLF_MORPH_UNITS_GROUND = ConvertAbilityStringLevelField('Ply2') ABILITY_SLF_MORPH_UNITS_AIR = ConvertAbilityStringLevelField('Ply3') ABILITY_SLF_MORPH_UNITS_AMPHIBIOUS = ConvertAbilityStringLevelField('Ply4') ABILITY_SLF_MORPH_UNITS_WATER = ConvertAbilityStringLevelField('Ply5') ABILITY_SLF_UNIT_TYPE_ONE = ConvertAbilityStringLevelField('Rai3') ABILITY_SLF_UNIT_TYPE_TWO = ConvertAbilityStringLevelField('Rai4') ABILITY_SLF_UNIT_TYPE_SOD2 = ConvertAbilityStringLevelField('Sod2') ABILITY_SLF_SUMMON_1_UNIT_TYPE = ConvertAbilityStringLevelField('Ist1') ABILITY_SLF_SUMMON_2_UNIT_TYPE = ConvertAbilityStringLevelField('Ist2') ABILITY_SLF_RACE_TO_CONVERT = ConvertAbilityStringLevelField('Ndc1') ABILITY_SLF_PARTNER_UNIT_TYPE = ConvertAbilityStringLevelField('coa1') ABILITY_SLF_PARTNER_UNIT_TYPE_ONE = ConvertAbilityStringLevelField('dcp1') ABILITY_SLF_PARTNER_UNIT_TYPE_TWO = ConvertAbilityStringLevelField('dcp2') ABILITY_SLF_REQUIRED_UNIT_TYPE = ConvertAbilityStringLevelField('tpi1') ABILITY_SLF_CONVERTED_UNIT_TYPE = ConvertAbilityStringLevelField('tpi2') ABILITY_SLF_SPELL_LIST = ConvertAbilityStringLevelField('spb1') ABILITY_SLF_BASE_ORDER_ID_SPB5 = ConvertAbilityStringLevelField('spb5') ABILITY_SLF_BASE_ORDER_ID_NCL6 = ConvertAbilityStringLevelField('Ncl6') ABILITY_SLF_ABILITY_UPGRADE_1 = ConvertAbilityStringLevelField('Neg3') ABILITY_SLF_ABILITY_UPGRADE_2 = ConvertAbilityStringLevelField('Neg4') ABILITY_SLF_ABILITY_UPGRADE_3 = ConvertAbilityStringLevelField('Neg5') ABILITY_SLF_ABILITY_UPGRADE_4 = ConvertAbilityStringLevelField('Neg6') ABILITY_SLF_SPAWN_UNIT_ID_NSY2 = ConvertAbilityStringLevelField('Nsy2') ITEM_IF_LEVEL = ConvertItemIntegerField('ilev') ITEM_IF_NUMBER_OF_CHARGES = ConvertItemIntegerField('iuse') ITEM_IF_COOLDOWN_GROUP = ConvertItemIntegerField('icid') ITEM_IF_MAX_HIT_POINTS = ConvertItemIntegerField('ihtp') ITEM_IF_HIT_POINTS = ConvertItemIntegerField('ihpc') ITEM_IF_PRIORITY = ConvertItemIntegerField('ipri') ITEM_IF_ARMOR_TYPE = ConvertItemIntegerField('iarm') ITEM_IF_TINTING_COLOR_RED = ConvertItemIntegerField('iclr') ITEM_IF_TINTING_COLOR_GREEN = ConvertItemIntegerField('iclg') ITEM_IF_TINTING_COLOR_BLUE = ConvertItemIntegerField('iclb') ITEM_IF_TINTING_COLOR_ALPHA = ConvertItemIntegerField('ical') ITEM_RF_SCALING_VALUE = ConvertItemRealField('isca') ITEM_BF_DROPPED_WHEN_CARRIER_DIES = ConvertItemBooleanField('idrp') ITEM_BF_CAN_BE_DROPPED = ConvertItemBooleanField('idro') ITEM_BF_PERISHABLE = ConvertItemBooleanField('iper') ITEM_BF_INCLUDE_AS_RANDOM_CHOICE = ConvertItemBooleanField('iprn') ITEM_BF_USE_AUTOMATICALLY_WHEN_ACQUIRED = ConvertItemBooleanField('ipow') ITEM_BF_CAN_BE_SOLD_TO_MERCHANTS = ConvertItemBooleanField('ipaw') ITEM_BF_ACTIVELY_USED = ConvertItemBooleanField('iusa') ITEM_SF_MODEL_USED = ConvertItemStringField('ifil') UNIT_IF_DEFENSE_TYPE = ConvertUnitIntegerField('udty') UNIT_IF_ARMOR_TYPE = ConvertUnitIntegerField('uarm') UNIT_IF_LOOPING_FADE_IN_RATE = ConvertUnitIntegerField('ulfi') UNIT_IF_LOOPING_FADE_OUT_RATE = ConvertUnitIntegerField('ulfo') UNIT_IF_AGILITY = ConvertUnitIntegerField('uagc') UNIT_IF_INTELLIGENCE = ConvertUnitIntegerField('uinc') UNIT_IF_STRENGTH = ConvertUnitIntegerField('ustc') UNIT_IF_AGILITY_PERMANENT = ConvertUnitIntegerField('uagm') UNIT_IF_INTELLIGENCE_PERMANENT = ConvertUnitIntegerField('uinm') UNIT_IF_STRENGTH_PERMANENT = ConvertUnitIntegerField('ustm') UNIT_IF_AGILITY_WITH_BONUS = ConvertUnitIntegerField('uagb') UNIT_IF_INTELLIGENCE_WITH_BONUS = ConvertUnitIntegerField('uinb') UNIT_IF_STRENGTH_WITH_BONUS = ConvertUnitIntegerField('ustb') UNIT_IF_GOLD_BOUNTY_AWARDED_NUMBER_OF_DICE = ConvertUnitIntegerField('ubdi') UNIT_IF_GOLD_BOUNTY_AWARDED_BASE = ConvertUnitIntegerField('ubba') UNIT_IF_GOLD_BOUNTY_AWARDED_SIDES_PER_DIE = ConvertUnitIntegerField('ubsi') UNIT_IF_LUMBER_BOUNTY_AWARDED_NUMBER_OF_DICE = ConvertUnitIntegerField('ulbd') UNIT_IF_LUMBER_BOUNTY_AWARDED_BASE = ConvertUnitIntegerField('ulba') UNIT_IF_LUMBER_BOUNTY_AWARDED_SIDES_PER_DIE = ConvertUnitIntegerField('ulbs') UNIT_IF_LEVEL = ConvertUnitIntegerField('ulev') UNIT_IF_FORMATION_RANK = ConvertUnitIntegerField('ufor') UNIT_IF_ORIENTATION_INTERPOLATION = ConvertUnitIntegerField('uori') UNIT_IF_ELEVATION_SAMPLE_POINTS = ConvertUnitIntegerField('uept') UNIT_IF_TINTING_COLOR_RED = ConvertUnitIntegerField('uclr') UNIT_IF_TINTING_COLOR_GREEN = ConvertUnitIntegerField('uclg') UNIT_IF_TINTING_COLOR_BLUE = ConvertUnitIntegerField('uclb') UNIT_IF_TINTING_COLOR_ALPHA = ConvertUnitIntegerField('ucal') UNIT_IF_MOVE_TYPE = ConvertUnitIntegerField('umvt') UNIT_IF_TARGETED_AS = ConvertUnitIntegerField('utar') UNIT_IF_UNIT_CLASSIFICATION = ConvertUnitIntegerField('utyp') UNIT_IF_HIT_POINTS_REGENERATION_TYPE = ConvertUnitIntegerField('uhrt') UNIT_IF_PLACEMENT_PREVENTED_BY = ConvertUnitIntegerField('upar') UNIT_IF_PRIMARY_ATTRIBUTE = ConvertUnitIntegerField('upra') UNIT_RF_STRENGTH_PER_LEVEL = ConvertUnitRealField('ustp') UNIT_RF_AGILITY_PER_LEVEL = ConvertUnitRealField('uagp') UNIT_RF_INTELLIGENCE_PER_LEVEL = ConvertUnitRealField('uinp') UNIT_RF_HIT_POINTS_REGENERATION_RATE = ConvertUnitRealField('uhpr') UNIT_RF_MANA_REGENERATION = ConvertUnitRealField('umpr') UNIT_RF_DEATH_TIME = ConvertUnitRealField('udtm') UNIT_RF_FLY_HEIGHT = ConvertUnitRealField('ufyh') UNIT_RF_TURN_RATE = ConvertUnitRealField('umvr') UNIT_RF_ELEVATION_SAMPLE_RADIUS = ConvertUnitRealField('uerd') UNIT_RF_FOG_OF_WAR_SAMPLE_RADIUS = ConvertUnitRealField('ufrd') UNIT_RF_MAXIMUM_PITCH_ANGLE_DEGREES = ConvertUnitRealField('umxp') UNIT_RF_MAXIMUM_ROLL_ANGLE_DEGREES = ConvertUnitRealField('umxr') UNIT_RF_SCALING_VALUE = ConvertUnitRealField('usca') UNIT_RF_ANIMATION_RUN_SPEED = ConvertUnitRealField('urun') UNIT_RF_SELECTION_SCALE = ConvertUnitRealField('ussc') UNIT_RF_SELECTION_CIRCLE_HEIGHT = ConvertUnitRealField('uslz') UNIT_RF_SHADOW_IMAGE_HEIGHT = ConvertUnitRealField('ushh') UNIT_RF_SHADOW_IMAGE_WIDTH = ConvertUnitRealField('ushw') UNIT_RF_SHADOW_IMAGE_CENTER_X = ConvertUnitRealField('ushx') UNIT_RF_SHADOW_IMAGE_CENTER_Y = ConvertUnitRealField('ushy') UNIT_RF_ANIMATION_WALK_SPEED = ConvertUnitRealField('uwal') UNIT_RF_DEFENSE = ConvertUnitRealField('udfc') UNIT_RF_SIGHT_RADIUS = ConvertUnitRealField('usir') UNIT_RF_PRIORITY = ConvertUnitRealField('upri') UNIT_RF_SPEED = ConvertUnitRealField('umvc') UNIT_RF_OCCLUDER_HEIGHT = ConvertUnitRealField('uocc') UNIT_RF_HP = ConvertUnitRealField('uhpc') UNIT_RF_MANA = ConvertUnitRealField('umpc') UNIT_RF_ACQUISITION_RANGE = ConvertUnitRealField('uacq') UNIT_RF_CAST_BACK_SWING = ConvertUnitRealField('ucbs') UNIT_RF_CAST_POINT = ConvertUnitRealField('ucpt') UNIT_RF_MINIMUM_ATTACK_RANGE = ConvertUnitRealField('uamn') UNIT_BF_RAISABLE = ConvertUnitBooleanField('urai') UNIT_BF_DECAYABLE = ConvertUnitBooleanField('udec') UNIT_BF_IS_A_BUILDING = ConvertUnitBooleanField('ubdg') UNIT_BF_USE_EXTENDED_LINE_OF_SIGHT = ConvertUnitBooleanField('ulos') UNIT_BF_NEUTRAL_BUILDING_SHOWS_MINIMAP_ICON = ConvertUnitBooleanField('unbm') UNIT_BF_HERO_HIDE_HERO_INTERFACE_ICON = ConvertUnitBooleanField('uhhb') UNIT_BF_HERO_HIDE_HERO_MINIMAP_DISPLAY = ConvertUnitBooleanField('uhhm') UNIT_BF_HERO_HIDE_HERO_DEATH_MESSAGE = ConvertUnitBooleanField('uhhd') UNIT_BF_HIDE_MINIMAP_DISPLAY = ConvertUnitBooleanField('uhom') UNIT_BF_SCALE_PROJECTILES = ConvertUnitBooleanField('uscb') UNIT_BF_SELECTION_CIRCLE_ON_WATER = ConvertUnitBooleanField('usew') UNIT_BF_HAS_WATER_SHADOW = ConvertUnitBooleanField('ushr') UNIT_SF_NAME = ConvertUnitStringField('unam') UNIT_SF_PROPER_NAMES = ConvertUnitStringField('upro') UNIT_SF_GROUND_TEXTURE = ConvertUnitStringField('uubs') UNIT_SF_SHADOW_IMAGE_UNIT = ConvertUnitStringField('ushu') UNIT_WEAPON_IF_ATTACK_DAMAGE_NUMBER_OF_DICE = ConvertUnitWeaponIntegerField('ua1d') UNIT_WEAPON_IF_ATTACK_DAMAGE_BASE = ConvertUnitWeaponIntegerField('ua1b') UNIT_WEAPON_IF_ATTACK_DAMAGE_SIDES_PER_DIE = ConvertUnitWeaponIntegerField('ua1s') UNIT_WEAPON_IF_ATTACK_MAXIMUM_NUMBER_OF_TARGETS = ConvertUnitWeaponIntegerField('utc1') UNIT_WEAPON_IF_ATTACK_ATTACK_TYPE = ConvertUnitWeaponIntegerField('ua1t') UNIT_WEAPON_IF_ATTACK_WEAPON_SOUND = ConvertUnitWeaponIntegerField('ucs1') UNIT_WEAPON_IF_ATTACK_AREA_OF_EFFECT_TARGETS = ConvertUnitWeaponIntegerField('ua1p') UNIT_WEAPON_IF_ATTACK_TARGETS_ALLOWED = ConvertUnitWeaponIntegerField('ua1g') UNIT_WEAPON_RF_ATTACK_BACKSWING_POINT = ConvertUnitWeaponRealField('ubs1') UNIT_WEAPON_RF_ATTACK_DAMAGE_POINT = ConvertUnitWeaponRealField('udp1') UNIT_WEAPON_RF_ATTACK_BASE_COOLDOWN = ConvertUnitWeaponRealField('ua1c') UNIT_WEAPON_RF_ATTACK_DAMAGE_LOSS_FACTOR = ConvertUnitWeaponRealField('udl1') UNIT_WEAPON_RF_ATTACK_DAMAGE_FACTOR_MEDIUM = ConvertUnitWeaponRealField('uhd1') UNIT_WEAPON_RF_ATTACK_DAMAGE_FACTOR_SMALL = ConvertUnitWeaponRealField('uqd1') UNIT_WEAPON_RF_ATTACK_DAMAGE_SPILL_DISTANCE = ConvertUnitWeaponRealField('usd1') UNIT_WEAPON_RF_ATTACK_DAMAGE_SPILL_RADIUS = ConvertUnitWeaponRealField('usr1') UNIT_WEAPON_RF_ATTACK_PROJECTILE_SPEED = ConvertUnitWeaponRealField('ua1z') UNIT_WEAPON_RF_ATTACK_PROJECTILE_ARC = ConvertUnitWeaponRealField('uma1') UNIT_WEAPON_RF_ATTACK_AREA_OF_EFFECT_FULL_DAMAGE = ConvertUnitWeaponRealField('ua1f') UNIT_WEAPON_RF_ATTACK_AREA_OF_EFFECT_MEDIUM_DAMAGE = ConvertUnitWeaponRealField('ua1h') UNIT_WEAPON_RF_ATTACK_AREA_OF_EFFECT_SMALL_DAMAGE = ConvertUnitWeaponRealField('ua1q') UNIT_WEAPON_RF_ATTACK_RANGE = ConvertUnitWeaponRealField('ua1r') UNIT_WEAPON_BF_ATTACK_SHOW_UI = ConvertUnitWeaponBooleanField('uwu1') UNIT_WEAPON_BF_ATTACKS_ENABLED = ConvertUnitWeaponBooleanField('uaen') UNIT_WEAPON_BF_ATTACK_PROJECTILE_HOMING_ENABLED = ConvertUnitWeaponBooleanField('umh1') UNIT_WEAPON_SF_ATTACK_PROJECTILE_ART = ConvertUnitWeaponStringField('ua1m') MOVE_TYPE_UNKNOWN = ConvertMoveType(0) MOVE_TYPE_FOOT = ConvertMoveType(1) MOVE_TYPE_FLY = ConvertMoveType(2) MOVE_TYPE_HORSE = ConvertMoveType(4) MOVE_TYPE_HOVER = ConvertMoveType(8) MOVE_TYPE_FLOAT = ConvertMoveType(16) MOVE_TYPE_AMPHIBIOUS = ConvertMoveType(32) MOVE_TYPE_UNBUILDABLE = ConvertMoveType(64) TARGET_FLAG_NONE = ConvertTargetFlag(1) TARGET_FLAG_GROUND = ConvertTargetFlag(2) TARGET_FLAG_AIR = ConvertTargetFlag(4) TARGET_FLAG_STRUCTURE = ConvertTargetFlag(8) TARGET_FLAG_WARD = ConvertTargetFlag(16) TARGET_FLAG_ITEM = ConvertTargetFlag(32) TARGET_FLAG_TREE = ConvertTargetFlag(64) TARGET_FLAG_WALL = ConvertTargetFlag(128) TARGET_FLAG_DEBRIS = ConvertTargetFlag(256) TARGET_FLAG_DECORATION = ConvertTargetFlag(512) TARGET_FLAG_BRIDGE = ConvertTargetFlag(1024) DEFENSE_TYPE_LIGHT = ConvertDefenseType(0) DEFENSE_TYPE_MEDIUM = ConvertDefenseType(1) DEFENSE_TYPE_LARGE = ConvertDefenseType(2) DEFENSE_TYPE_FORT = ConvertDefenseType(3) DEFENSE_TYPE_NORMAL = ConvertDefenseType(4) DEFENSE_TYPE_HERO = ConvertDefenseType(5) DEFENSE_TYPE_DIVINE = ConvertDefenseType(6) DEFENSE_TYPE_NONE = ConvertDefenseType(7) HERO_ATTRIBUTE_STR = ConvertHeroAttribute(1) HERO_ATTRIBUTE_INT = ConvertHeroAttribute(2) HERO_ATTRIBUTE_AGI = ConvertHeroAttribute(3) ARMOR_TYPE_WHOKNOWS = ConvertArmorType(0) ARMOR_TYPE_FLESH = ConvertArmorType(1) ARMOR_TYPE_METAL = ConvertArmorType(2) ARMOR_TYPE_WOOD = ConvertArmorType(3) ARMOR_TYPE_ETHREAL = ConvertArmorType(4) ARMOR_TYPE_STONE = ConvertArmorType(5) REGENERATION_TYPE_NONE = ConvertRegenType(0) REGENERATION_TYPE_ALWAYS = ConvertRegenType(1) REGENERATION_TYPE_BLIGHT = ConvertRegenType(2) REGENERATION_TYPE_DAY = ConvertRegenType(3) REGENERATION_TYPE_NIGHT = ConvertRegenType(4) UNIT_CATEGORY_GIANT = ConvertUnitCategory(1) UNIT_CATEGORY_UNDEAD = ConvertUnitCategory(2) UNIT_CATEGORY_SUMMONED = ConvertUnitCategory(4) UNIT_CATEGORY_MECHANICAL = ConvertUnitCategory(8) UNIT_CATEGORY_PEON = ConvertUnitCategory(16) UNIT_CATEGORY_SAPPER = ConvertUnitCategory(32) UNIT_CATEGORY_TOWNHALL = ConvertUnitCategory(64) UNIT_CATEGORY_ANCIENT = ConvertUnitCategory(128) UNIT_CATEGORY_NEUTRAL = ConvertUnitCategory(256) UNIT_CATEGORY_WARD = ConvertUnitCategory(512) UNIT_CATEGORY_STANDON = ConvertUnitCategory(1024) UNIT_CATEGORY_TAUREN = ConvertUnitCategory(2048) PATHING_FLAG_UNWALKABLE = ConvertPathingFlag(2) PATHING_FLAG_UNFLYABLE = ConvertPathingFlag(4) PATHING_FLAG_UNBUILDABLE = ConvertPathingFlag(8) PATHING_FLAG_UNPEONHARVEST = ConvertPathingFlag(16) PATHING_FLAG_BLIGHTED = ConvertPathingFlag(32) PATHING_FLAG_UNFLOATABLE = ConvertPathingFlag(64) PATHING_FLAG_UNAMPHIBIOUS = ConvertPathingFlag(128) PATHING_FLAG_UNITEMPLACABLE = ConvertPathingFlag(256) function Deg2Rad(degrees) end function Rad2Deg(radians) end function Sin(radians) end function Cos(radians) end function Tan(radians) end function Asin(y) end function Acos(x) end function Atan(x) end function Atan2(y, x) end function SquareRoot(x) end function Pow(x, power) end function I2R(i) end function R2I(r) end function I2S(i) end function R2S(r) end function R2SW(r, width, precision) end function S2I(s) end function S2R(s) end function GetHandleId(h) end function SubString(source, startPos, endPos) end function StringLength(s) end function StringCase(source, upper) end function StringHash(s) end function GetLocalizedString(source) end function GetLocalizedHotkey(source) end function SetMapName(name) end function SetMapDescription(description) end function SetTeams(teamcount) end function SetPlayers(playercount) end function DefineStartLocation(whichStartLoc, x, y) end function DefineStartLocationLoc(whichStartLoc, whichLocation) end function SetStartLocPrioCount(whichStartLoc, prioSlotCount) end function SetStartLocPrio(whichStartLoc, prioSlotIndex, otherStartLocIndex, priority) end function GetStartLocPrioSlot(whichStartLoc, prioSlotIndex) end function GetStartLocPrio(whichStartLoc, prioSlotIndex) end function SetGameTypeSupported(whichGameType, value) end function SetMapFlag(whichMapFlag, value) end function SetGamePlacement(whichPlacementType) end function SetGameSpeed(whichspeed) end function SetGameDifficulty(whichdifficulty) end function SetResourceDensity(whichdensity) end function SetCreatureDensity(whichdensity) end function GetTeams() end function GetPlayers() end function IsGameTypeSupported(whichGameType) end function GetGameTypeSelected() end function IsMapFlagSet(whichMapFlag) end function GetGamePlacement() end function GetGameSpeed() end function GetGameDifficulty() end function GetResourceDensity() end function GetCreatureDensity() end function GetStartLocationX(whichStartLocation) end function GetStartLocationY(whichStartLocation) end function GetStartLocationLoc(whichStartLocation) end function SetPlayerTeam(whichPlayer, whichTeam) end function SetPlayerStartLocation(whichPlayer, startLocIndex) end function ForcePlayerStartLocation(whichPlayer, startLocIndex) end function SetPlayerColor(whichPlayer, color) end function SetPlayerAlliance(sourcePlayer, otherPlayer, whichAllianceSetting, value) end function SetPlayerTaxRate(sourcePlayer, otherPlayer, whichResource, rate) end function SetPlayerRacePreference(whichPlayer, whichRacePreference) end function SetPlayerRaceSelectable(whichPlayer, value) end function SetPlayerController(whichPlayer, controlType) end function SetPlayerName(whichPlayer, name) end function SetPlayerOnScoreScreen(whichPlayer, flag) end function GetPlayerTeam(whichPlayer) end function GetPlayerStartLocation(whichPlayer) end function GetPlayerColor(whichPlayer) end function GetPlayerSelectable(whichPlayer) end function GetPlayerController(whichPlayer) end function GetPlayerSlotState(whichPlayer) end function GetPlayerTaxRate(sourcePlayer, otherPlayer, whichResource) end function IsPlayerRacePrefSet(whichPlayer, pref) end function GetPlayerName(whichPlayer) end function CreateTimer() end function DestroyTimer(whichTimer) end function TimerStart(whichTimer, timeout, periodic, handlerFunc) end function TimerGetElapsed(whichTimer) end function TimerGetRemaining(whichTimer) end function TimerGetTimeout(whichTimer) end function PauseTimer(whichTimer) end function ResumeTimer(whichTimer) end function GetExpiredTimer() end function CreateGroup() end function DestroyGroup(whichGroup) end function GroupAddUnit(whichGroup, whichUnit) end function GroupRemoveUnit(whichGroup, whichUnit) end function BlzGroupAddGroupFast(whichGroup, addGroup) end function BlzGroupRemoveGroupFast(whichGroup, removeGroup) end function GroupClear(whichGroup) end function BlzGroupGetSize(whichGroup) end function BlzGroupUnitAt(whichGroup, index) end function GroupEnumUnitsOfType(whichGroup, unitname, filter) end function GroupEnumUnitsOfPlayer(whichGroup, whichPlayer, filter) end function GroupEnumUnitsOfTypeCounted(whichGroup, unitname, filter, countLimit) end function GroupEnumUnitsInRect(whichGroup, r, filter) end function GroupEnumUnitsInRectCounted(whichGroup, r, filter, countLimit) end function GroupEnumUnitsInRange(whichGroup, x, y, radius, filter) end function GroupEnumUnitsInRangeOfLoc(whichGroup, whichLocation, radius, filter) end function GroupEnumUnitsInRangeCounted(whichGroup, x, y, radius, filter, countLimit) end function GroupEnumUnitsInRangeOfLocCounted(whichGroup, whichLocation, radius, filter, countLimit) end function GroupEnumUnitsSelected(whichGroup, whichPlayer, filter) end function GroupImmediateOrder(whichGroup, order) end function GroupImmediateOrderById(whichGroup, order) end function GroupPointOrder(whichGroup, order, x, y) end function GroupPointOrderLoc(whichGroup, order, whichLocation) end function GroupPointOrderById(whichGroup, order, x, y) end function GroupPointOrderByIdLoc(whichGroup, order, whichLocation) end function GroupTargetOrder(whichGroup, order, targetWidget) end function GroupTargetOrderById(whichGroup, order, targetWidget) end function ForGroup(whichGroup, callback) end function FirstOfGroup(whichGroup) end function CreateForce() end function DestroyForce(whichForce) end function ForceAddPlayer(whichForce, whichPlayer) end function ForceRemovePlayer(whichForce, whichPlayer) end function BlzForceHasPlayer(whichForce, whichPlayer) end function ForceClear(whichForce) end function ForceEnumPlayers(whichForce, filter) end function ForceEnumPlayersCounted(whichForce, filter, countLimit) end function ForceEnumAllies(whichForce, whichPlayer, filter) end function ForceEnumEnemies(whichForce, whichPlayer, filter) end function ForForce(whichForce, callback) end function Rect(minx, miny, maxx, maxy) end function RectFromLoc(min, max) end function RemoveRect(whichRect) end function SetRect(whichRect, minx, miny, maxx, maxy) end function SetRectFromLoc(whichRect, min, max) end function MoveRectTo(whichRect, newCenterX, newCenterY) end function MoveRectToLoc(whichRect, newCenterLoc) end function GetRectCenterX(whichRect) end function GetRectCenterY(whichRect) end function GetRectMinX(whichRect) end function GetRectMinY(whichRect) end function GetRectMaxX(whichRect) end function GetRectMaxY(whichRect) end function CreateRegion() end function RemoveRegion(whichRegion) end function RegionAddRect(whichRegion, r) end function RegionClearRect(whichRegion, r) end function RegionAddCell(whichRegion, x, y) end function RegionAddCellAtLoc(whichRegion, whichLocation) end function RegionClearCell(whichRegion, x, y) end function RegionClearCellAtLoc(whichRegion, whichLocation) end function Location(x, y) end function RemoveLocation(whichLocation) end function MoveLocation(whichLocation, newX, newY) end function GetLocationX(whichLocation) end function GetLocationY(whichLocation) end function GetLocationZ(whichLocation) end function IsUnitInRegion(whichRegion, whichUnit) end function IsPointInRegion(whichRegion, x, y) end function IsLocationInRegion(whichRegion, whichLocation) end function GetWorldBounds() end function CreateTrigger() end function DestroyTrigger(whichTrigger) end function ResetTrigger(whichTrigger) end function EnableTrigger(whichTrigger) end function DisableTrigger(whichTrigger) end function IsTriggerEnabled(whichTrigger) end function TriggerWaitOnSleeps(whichTrigger, flag) end function IsTriggerWaitOnSleeps(whichTrigger) end function GetFilterUnit() end function GetEnumUnit() end function GetFilterDestructable() end function GetEnumDestructable() end function GetFilterItem() end function GetEnumItem() end function GetFilterPlayer() end function GetEnumPlayer() end function GetTriggeringTrigger() end function GetTriggerEventId() end function GetTriggerEvalCount(whichTrigger) end function GetTriggerExecCount(whichTrigger) end function ExecuteFunc(funcName) end function And(operandA, operandB) end function Or(operandA, operandB) end function Not(operand) end function Condition(func) end function DestroyCondition(c) end function Filter(func) end function DestroyFilter(f) end function DestroyBoolExpr(e) end function TriggerRegisterVariableEvent(whichTrigger, varName, opcode, limitval) end function TriggerRegisterTimerEvent(whichTrigger, timeout, periodic) end function TriggerRegisterTimerExpireEvent(whichTrigger, t) end function TriggerRegisterGameStateEvent(whichTrigger, whichState, opcode, limitval) end function TriggerRegisterDialogEvent(whichTrigger, whichDialog) end function TriggerRegisterDialogButtonEvent(whichTrigger, whichButton) end function GetEventGameState() end function TriggerRegisterGameEvent(whichTrigger, whichGameEvent) end function GetWinningPlayer() end function TriggerRegisterEnterRegion(whichTrigger, whichRegion, filter) end function GetTriggeringRegion() end function GetEnteringUnit() end function TriggerRegisterLeaveRegion(whichTrigger, whichRegion, filter) end function GetLeavingUnit() end function TriggerRegisterTrackableHitEvent(whichTrigger, t) end function TriggerRegisterTrackableTrackEvent(whichTrigger, t) end function GetTriggeringTrackable() end function GetClickedButton() end function GetClickedDialog() end function GetTournamentFinishSoonTimeRemaining() end function GetTournamentFinishNowRule() end function GetTournamentFinishNowPlayer() end function GetTournamentScore(whichPlayer) end function GetSaveBasicFilename() end function TriggerRegisterPlayerEvent(whichTrigger, whichPlayer, whichPlayerEvent) end function GetTriggerPlayer() end function TriggerRegisterPlayerUnitEvent(whichTrigger, whichPlayer, whichPlayerUnitEvent, filter) end function GetLevelingUnit() end function GetLearningUnit() end function GetLearnedSkill() end function GetLearnedSkillLevel() end function GetRevivableUnit() end function GetRevivingUnit() end function GetAttacker() end function GetRescuer() end function GetDyingUnit() end function GetKillingUnit() end function GetDecayingUnit() end function GetConstructingStructure() end function GetCancelledStructure() end function GetConstructedStructure() end function GetResearchingUnit() end function GetResearched() end function GetTrainedUnitType() end function GetTrainedUnit() end function GetDetectedUnit() end function GetSummoningUnit() end function GetSummonedUnit() end function GetTransportUnit() end function GetLoadedUnit() end function GetSellingUnit() end function GetSoldUnit() end function GetBuyingUnit() end function GetSoldItem() end function GetChangingUnit() end function GetChangingUnitPrevOwner() end function GetManipulatingUnit() end function GetManipulatedItem() end function GetOrderedUnit() end function GetIssuedOrderId() end function GetOrderPointX() end function GetOrderPointY() end function GetOrderPointLoc() end function GetOrderTarget() end function GetOrderTargetDestructable() end function GetOrderTargetItem() end function GetOrderTargetUnit() end function GetSpellAbilityUnit() end function GetSpellAbilityId() end function GetSpellAbility() end function GetSpellTargetLoc() end function GetSpellTargetX() end function GetSpellTargetY() end function GetSpellTargetDestructable() end function GetSpellTargetItem() end function GetSpellTargetUnit() end function TriggerRegisterPlayerAllianceChange(whichTrigger, whichPlayer, whichAlliance) end function TriggerRegisterPlayerStateEvent(whichTrigger, whichPlayer, whichState, opcode, limitval) end function GetEventPlayerState() end function TriggerRegisterPlayerChatEvent(whichTrigger, whichPlayer, chatMessageToDetect, exactMatchOnly) end function GetEventPlayerChatString() end function GetEventPlayerChatStringMatched() end function TriggerRegisterDeathEvent(whichTrigger, whichWidget) end function GetTriggerUnit() end function TriggerRegisterUnitStateEvent(whichTrigger, whichUnit, whichState, opcode, limitval) end function GetEventUnitState() end function TriggerRegisterUnitEvent(whichTrigger, whichUnit, whichEvent) end function GetEventDamage() end function GetEventDamageSource() end function GetEventDetectingPlayer() end function TriggerRegisterFilterUnitEvent(whichTrigger, whichUnit, whichEvent, filter) end function GetEventTargetUnit() end function TriggerRegisterUnitInRange(whichTrigger, whichUnit, range, filter) end function TriggerAddCondition(whichTrigger, condition) end function TriggerRemoveCondition(whichTrigger, whichCondition) end function TriggerClearConditions(whichTrigger) end function TriggerAddAction(whichTrigger, actionFunc) end function TriggerRemoveAction(whichTrigger, whichAction) end function TriggerClearActions(whichTrigger) end function TriggerSleepAction(timeout) end function TriggerWaitForSound(s, offset) end function TriggerEvaluate(whichTrigger) end function TriggerExecute(whichTrigger) end function TriggerExecuteWait(whichTrigger) end function TriggerSyncStart() end function TriggerSyncReady() end function GetWidgetLife(whichWidget) end function SetWidgetLife(whichWidget, newLife) end function GetWidgetX(whichWidget) end function GetWidgetY(whichWidget) end function GetTriggerWidget() end function CreateDestructable(objectid, x, y, face, scale, variation) end function CreateDestructableZ(objectid, x, y, z, face, scale, variation) end function CreateDeadDestructable(objectid, x, y, face, scale, variation) end function CreateDeadDestructableZ(objectid, x, y, z, face, scale, variation) end function RemoveDestructable(d) end function KillDestructable(d) end function SetDestructableInvulnerable(d, flag) end function IsDestructableInvulnerable(d) end function EnumDestructablesInRect(r, filter, actionFunc) end function GetDestructableTypeId(d) end function GetDestructableX(d) end function GetDestructableY(d) end function SetDestructableLife(d, life) end function GetDestructableLife(d) end function SetDestructableMaxLife(d, max) end function GetDestructableMaxLife(d) end function DestructableRestoreLife(d, life, birth) end function QueueDestructableAnimation(d, whichAnimation) end function SetDestructableAnimation(d, whichAnimation) end function SetDestructableAnimationSpeed(d, speedFactor) end function ShowDestructable(d, flag) end function GetDestructableOccluderHeight(d) end function SetDestructableOccluderHeight(d, height) end function GetDestructableName(d) end function GetTriggerDestructable() end function CreateItem(itemid, x, y) end function RemoveItem(whichItem) end function GetItemPlayer(whichItem) end function GetItemTypeId(i) end function GetItemX(i) end function GetItemY(i) end function SetItemPosition(i, x, y) end function SetItemDropOnDeath(whichItem, flag) end function SetItemDroppable(i, flag) end function SetItemPawnable(i, flag) end function SetItemPlayer(whichItem, whichPlayer, changeColor) end function SetItemInvulnerable(whichItem, flag) end function IsItemInvulnerable(whichItem) end function SetItemVisible(whichItem, show) end function IsItemVisible(whichItem) end function IsItemOwned(whichItem) end function IsItemPowerup(whichItem) end function IsItemSellable(whichItem) end function IsItemPawnable(whichItem) end function IsItemIdPowerup(itemId) end function IsItemIdSellable(itemId) end function IsItemIdPawnable(itemId) end function EnumItemsInRect(r, filter, actionFunc) end function GetItemLevel(whichItem) end function GetItemType(whichItem) end function SetItemDropID(whichItem, unitId) end function GetItemName(whichItem) end function GetItemCharges(whichItem) end function SetItemCharges(whichItem, charges) end function GetItemUserData(whichItem) end function SetItemUserData(whichItem, data) end function CreateUnit(id, unitid, x, y, face) end function CreateUnitByName(whichPlayer, unitname, x, y, face) end function CreateUnitAtLoc(id, unitid, whichLocation, face) end function CreateUnitAtLocByName(id, unitname, whichLocation, face) end function CreateCorpse(whichPlayer, unitid, x, y, face) end function KillUnit(whichUnit) end function RemoveUnit(whichUnit) end function ShowUnit(whichUnit, show) end function SetUnitState(whichUnit, whichUnitState, newVal) end function SetUnitX(whichUnit, newX) end function SetUnitY(whichUnit, newY) end function SetUnitPosition(whichUnit, newX, newY) end function SetUnitPositionLoc(whichUnit, whichLocation) end function SetUnitFacing(whichUnit, facingAngle) end function SetUnitFacingTimed(whichUnit, facingAngle, duration) end function SetUnitMoveSpeed(whichUnit, newSpeed) end function SetUnitFlyHeight(whichUnit, newHeight, rate) end function SetUnitTurnSpeed(whichUnit, newTurnSpeed) end function SetUnitPropWindow(whichUnit, newPropWindowAngle) end function SetUnitAcquireRange(whichUnit, newAcquireRange) end function SetUnitCreepGuard(whichUnit, creepGuard) end function GetUnitAcquireRange(whichUnit) end function GetUnitTurnSpeed(whichUnit) end function GetUnitPropWindow(whichUnit) end function GetUnitFlyHeight(whichUnit) end function GetUnitDefaultAcquireRange(whichUnit) end function GetUnitDefaultTurnSpeed(whichUnit) end function GetUnitDefaultPropWindow(whichUnit) end function GetUnitDefaultFlyHeight(whichUnit) end function SetUnitOwner(whichUnit, whichPlayer, changeColor) end function SetUnitColor(whichUnit, whichColor) end function SetUnitScale(whichUnit, scaleX, scaleY, scaleZ) end function SetUnitTimeScale(whichUnit, timeScale) end function SetUnitBlendTime(whichUnit, blendTime) end function SetUnitVertexColor(whichUnit, red, green, blue, alpha) end function QueueUnitAnimation(whichUnit, whichAnimation) end function SetUnitAnimation(whichUnit, whichAnimation) end function SetUnitAnimationByIndex(whichUnit, whichAnimation) end function SetUnitAnimationWithRarity(whichUnit, whichAnimation, rarity) end function AddUnitAnimationProperties(whichUnit, animProperties, add) end function SetUnitLookAt(whichUnit, whichBone, lookAtTarget, offsetX, offsetY, offsetZ) end function ResetUnitLookAt(whichUnit) end function SetUnitRescuable(whichUnit, byWhichPlayer, flag) end function SetUnitRescueRange(whichUnit, range) end function SetHeroStr(whichHero, newStr, permanent) end function SetHeroAgi(whichHero, newAgi, permanent) end function SetHeroInt(whichHero, newInt, permanent) end function GetHeroStr(whichHero, includeBonuses) end function GetHeroAgi(whichHero, includeBonuses) end function GetHeroInt(whichHero, includeBonuses) end function UnitStripHeroLevel(whichHero, howManyLevels) end function GetHeroXP(whichHero) end function SetHeroXP(whichHero, newXpVal, showEyeCandy) end function GetHeroSkillPoints(whichHero) end function UnitModifySkillPoints(whichHero, skillPointDelta) end function AddHeroXP(whichHero, xpToAdd, showEyeCandy) end function SetHeroLevel(whichHero, level, showEyeCandy) end function GetHeroLevel(whichHero) end function GetUnitLevel(whichUnit) end function GetHeroProperName(whichHero) end function SuspendHeroXP(whichHero, flag) end function IsSuspendedXP(whichHero) end function SelectHeroSkill(whichHero, abilcode) end function GetUnitAbilityLevel(whichUnit, abilcode) end function DecUnitAbilityLevel(whichUnit, abilcode) end function IncUnitAbilityLevel(whichUnit, abilcode) end function SetUnitAbilityLevel(whichUnit, abilcode, level) end function ReviveHero(whichHero, x, y, doEyecandy) end function ReviveHeroLoc(whichHero, loc, doEyecandy) end function SetUnitExploded(whichUnit, exploded) end function SetUnitInvulnerable(whichUnit, flag) end function PauseUnit(whichUnit, flag) end function IsUnitPaused(whichHero) end function SetUnitPathing(whichUnit, flag) end function ClearSelection() end function SelectUnit(whichUnit, flag) end function GetUnitPointValue(whichUnit) end function GetUnitPointValueByType(unitType) end function UnitAddItem(whichUnit, whichItem) end function UnitAddItemById(whichUnit, itemId) end function UnitAddItemToSlotById(whichUnit, itemId, itemSlot) end function UnitRemoveItem(whichUnit, whichItem) end function UnitRemoveItemFromSlot(whichUnit, itemSlot) end function UnitHasItem(whichUnit, whichItem) end function UnitItemInSlot(whichUnit, itemSlot) end function UnitInventorySize(whichUnit) end function UnitDropItemPoint(whichUnit, whichItem, x, y) end function UnitDropItemSlot(whichUnit, whichItem, slot) end function UnitDropItemTarget(whichUnit, whichItem, target) end function UnitUseItem(whichUnit, whichItem) end function UnitUseItemPoint(whichUnit, whichItem, x, y) end function UnitUseItemTarget(whichUnit, whichItem, target) end function GetUnitX(whichUnit) end function GetUnitY(whichUnit) end function GetUnitLoc(whichUnit) end function GetUnitFacing(whichUnit) end function GetUnitMoveSpeed(whichUnit) end function GetUnitDefaultMoveSpeed(whichUnit) end function GetUnitState(whichUnit, whichUnitState) end function GetOwningPlayer(whichUnit) end function GetUnitTypeId(whichUnit) end function GetUnitRace(whichUnit) end function GetUnitName(whichUnit) end function GetUnitFoodUsed(whichUnit) end function GetUnitFoodMade(whichUnit) end function GetFoodMade(unitId) end function GetFoodUsed(unitId) end function SetUnitUseFood(whichUnit, useFood) end function GetUnitRallyPoint(whichUnit) end function GetUnitRallyUnit(whichUnit) end function GetUnitRallyDestructable(whichUnit) end function IsUnitInGroup(whichUnit, whichGroup) end function IsUnitInForce(whichUnit, whichForce) end function IsUnitOwnedByPlayer(whichUnit, whichPlayer) end function IsUnitAlly(whichUnit, whichPlayer) end function IsUnitEnemy(whichUnit, whichPlayer) end function IsUnitVisible(whichUnit, whichPlayer) end function IsUnitDetected(whichUnit, whichPlayer) end function IsUnitInvisible(whichUnit, whichPlayer) end function IsUnitFogged(whichUnit, whichPlayer) end function IsUnitMasked(whichUnit, whichPlayer) end function IsUnitSelected(whichUnit, whichPlayer) end function IsUnitRace(whichUnit, whichRace) end function IsUnitType(whichUnit, whichUnitType) end function IsUnit(whichUnit, whichSpecifiedUnit) end function IsUnitInRange(whichUnit, otherUnit, distance) end function IsUnitInRangeXY(whichUnit, x, y, distance) end function IsUnitInRangeLoc(whichUnit, whichLocation, distance) end function IsUnitHidden(whichUnit) end function IsUnitIllusion(whichUnit) end function IsUnitInTransport(whichUnit, whichTransport) end function IsUnitLoaded(whichUnit) end function IsHeroUnitId(unitId) end function IsUnitIdType(unitId, whichUnitType) end function UnitShareVision(whichUnit, whichPlayer, share) end function UnitSuspendDecay(whichUnit, suspend) end function UnitAddType(whichUnit, whichUnitType) end function UnitRemoveType(whichUnit, whichUnitType) end function UnitAddAbility(whichUnit, abilityId) end function UnitRemoveAbility(whichUnit, abilityId) end function UnitMakeAbilityPermanent(whichUnit, permanent, abilityId) end function UnitRemoveBuffs(whichUnit, removePositive, removeNegative) end function UnitRemoveBuffsEx(whichUnit, removePositive, removeNegative, magic, physical, timedLife, aura, autoDispel) end function UnitHasBuffsEx(whichUnit, removePositive, removeNegative, magic, physical, timedLife, aura, autoDispel) end function UnitCountBuffsEx(whichUnit, removePositive, removeNegative, magic, physical, timedLife, aura, autoDispel) end function UnitAddSleep(whichUnit, add) end function UnitCanSleep(whichUnit) end function UnitAddSleepPerm(whichUnit, add) end function UnitCanSleepPerm(whichUnit) end function UnitIsSleeping(whichUnit) end function UnitWakeUp(whichUnit) end function UnitApplyTimedLife(whichUnit, buffId, duration) end function UnitIgnoreAlarm(whichUnit, flag) end function UnitIgnoreAlarmToggled(whichUnit) end function UnitResetCooldown(whichUnit) end function UnitSetConstructionProgress(whichUnit, constructionPercentage) end function UnitSetUpgradeProgress(whichUnit, upgradePercentage) end function UnitPauseTimedLife(whichUnit, flag) end function UnitSetUsesAltIcon(whichUnit, flag) end function UnitDamagePoint(whichUnit, delay, radius, x, y, amount, attack, ranged, attackType, damageType, weaponType) end function UnitDamageTarget(whichUnit, target, amount, attack, ranged, attackType, damageType, weaponType) end function IssueImmediateOrder(whichUnit, order) end function IssueImmediateOrderById(whichUnit, order) end function IssuePointOrder(whichUnit, order, x, y) end function IssuePointOrderLoc(whichUnit, order, whichLocation) end function IssuePointOrderById(whichUnit, order, x, y) end function IssuePointOrderByIdLoc(whichUnit, order, whichLocation) end function IssueTargetOrder(whichUnit, order, targetWidget) end function IssueTargetOrderById(whichUnit, order, targetWidget) end function IssueInstantPointOrder(whichUnit, order, x, y, instantTargetWidget) end function IssueInstantPointOrderById(whichUnit, order, x, y, instantTargetWidget) end function IssueInstantTargetOrder(whichUnit, order, targetWidget, instantTargetWidget) end function IssueInstantTargetOrderById(whichUnit, order, targetWidget, instantTargetWidget) end function IssueBuildOrder(whichPeon, unitToBuild, x, y) end function IssueBuildOrderById(whichPeon, unitId, x, y) end function IssueNeutralImmediateOrder(forWhichPlayer, neutralStructure, unitToBuild) end function IssueNeutralImmediateOrderById(forWhichPlayer, neutralStructure, unitId) end function IssueNeutralPointOrder(forWhichPlayer, neutralStructure, unitToBuild, x, y) end function IssueNeutralPointOrderById(forWhichPlayer, neutralStructure, unitId, x, y) end function IssueNeutralTargetOrder(forWhichPlayer, neutralStructure, unitToBuild, target) end function IssueNeutralTargetOrderById(forWhichPlayer, neutralStructure, unitId, target) end function GetUnitCurrentOrder(whichUnit) end function SetResourceAmount(whichUnit, amount) end function AddResourceAmount(whichUnit, amount) end function GetResourceAmount(whichUnit) end function WaygateGetDestinationX(waygate) end function WaygateGetDestinationY(waygate) end function WaygateSetDestination(waygate, x, y) end function WaygateActivate(waygate, activate) end function WaygateIsActive(waygate) end function AddItemToAllStock(itemId, currentStock, stockMax) end function AddItemToStock(whichUnit, itemId, currentStock, stockMax) end function AddUnitToAllStock(unitId, currentStock, stockMax) end function AddUnitToStock(whichUnit, unitId, currentStock, stockMax) end function RemoveItemFromAllStock(itemId) end function RemoveItemFromStock(whichUnit, itemId) end function RemoveUnitFromAllStock(unitId) end function RemoveUnitFromStock(whichUnit, unitId) end function SetAllItemTypeSlots(slots) end function SetAllUnitTypeSlots(slots) end function SetItemTypeSlots(whichUnit, slots) end function SetUnitTypeSlots(whichUnit, slots) end function GetUnitUserData(whichUnit) end function SetUnitUserData(whichUnit, data) end function Player(number) end function GetLocalPlayer() end function IsPlayerAlly(whichPlayer, otherPlayer) end function IsPlayerEnemy(whichPlayer, otherPlayer) end function IsPlayerInForce(whichPlayer, whichForce) end function IsPlayerObserver(whichPlayer) end function IsVisibleToPlayer(x, y, whichPlayer) end function IsLocationVisibleToPlayer(whichLocation, whichPlayer) end function IsFoggedToPlayer(x, y, whichPlayer) end function IsLocationFoggedToPlayer(whichLocation, whichPlayer) end function IsMaskedToPlayer(x, y, whichPlayer) end function IsLocationMaskedToPlayer(whichLocation, whichPlayer) end function GetPlayerRace(whichPlayer) end function GetPlayerId(whichPlayer) end function GetPlayerUnitCount(whichPlayer, includeIncomplete) end function GetPlayerTypedUnitCount(whichPlayer, unitName, includeIncomplete, includeUpgrades) end function GetPlayerStructureCount(whichPlayer, includeIncomplete) end function GetPlayerState(whichPlayer, whichPlayerState) end function GetPlayerScore(whichPlayer, whichPlayerScore) end function GetPlayerAlliance(sourcePlayer, otherPlayer, whichAllianceSetting) end function GetPlayerHandicap(whichPlayer) end function GetPlayerHandicapXP(whichPlayer) end function SetPlayerHandicap(whichPlayer, handicap) end function SetPlayerHandicapXP(whichPlayer, handicap) end function SetPlayerTechMaxAllowed(whichPlayer, techid, maximum) end function GetPlayerTechMaxAllowed(whichPlayer, techid) end function AddPlayerTechResearched(whichPlayer, techid, levels) end function SetPlayerTechResearched(whichPlayer, techid, setToLevel) end function GetPlayerTechResearched(whichPlayer, techid, specificonly) end function GetPlayerTechCount(whichPlayer, techid, specificonly) end function SetPlayerUnitsOwner(whichPlayer, newOwner) end function CripplePlayer(whichPlayer, toWhichPlayers, flag) end function SetPlayerAbilityAvailable(whichPlayer, abilid, avail) end function SetPlayerState(whichPlayer, whichPlayerState, value) end function RemovePlayer(whichPlayer, gameResult) end function CachePlayerHeroData(whichPlayer) end function SetFogStateRect(forWhichPlayer, whichState, where, useSharedVision) end function SetFogStateRadius(forWhichPlayer, whichState, centerx, centerY, radius, useSharedVision) end function SetFogStateRadiusLoc(forWhichPlayer, whichState, center, radius, useSharedVision) end function FogMaskEnable(enable) end function IsFogMaskEnabled() end function FogEnable(enable) end function IsFogEnabled() end function CreateFogModifierRect(forWhichPlayer, whichState, where, useSharedVision, afterUnits) end function CreateFogModifierRadius(forWhichPlayer, whichState, centerx, centerY, radius, useSharedVision, afterUnits) end function CreateFogModifierRadiusLoc(forWhichPlayer, whichState, center, radius, useSharedVision, afterUnits) end function DestroyFogModifier(whichFogModifier) end function FogModifierStart(whichFogModifier) end function FogModifierStop(whichFogModifier) end function VersionGet() end function VersionCompatible(whichVersion) end function VersionSupported(whichVersion) end function EndGame(doScoreScreen) end function ChangeLevel(newLevel, doScoreScreen) end function RestartGame(doScoreScreen) end function ReloadGame() end function SetCampaignMenuRace(r) end function SetCampaignMenuRaceEx(campaignIndex) end function ForceCampaignSelectScreen() end function LoadGame(saveFileName, doScoreScreen) end function SaveGame(saveFileName) end function RenameSaveDirectory(sourceDirName, destDirName) end function RemoveSaveDirectory(sourceDirName) end function CopySaveGame(sourceSaveName, destSaveName) end function SaveGameExists(saveName) end function SyncSelections() end function SetFloatGameState(whichFloatGameState, value) end function GetFloatGameState(whichFloatGameState) end function SetIntegerGameState(whichIntegerGameState, value) end function GetIntegerGameState(whichIntegerGameState) end function SetTutorialCleared(cleared) end function SetMissionAvailable(campaignNumber, missionNumber, available) end function SetCampaignAvailable(campaignNumber, available) end function SetOpCinematicAvailable(campaignNumber, available) end function SetEdCinematicAvailable(campaignNumber, available) end function GetDefaultDifficulty() end function SetDefaultDifficulty(g) end function SetCustomCampaignButtonVisible(whichButton, visible) end function GetCustomCampaignButtonVisible(whichButton) end function DoNotSaveReplay() end function DialogCreate() end function DialogDestroy(whichDialog) end function DialogClear(whichDialog) end function DialogSetMessage(whichDialog, messageText) end function DialogAddButton(whichDialog, buttonText, hotkey) end function DialogAddQuitButton(whichDialog, doScoreScreen, buttonText, hotkey) end function DialogDisplay(whichPlayer, whichDialog, flag) end function ReloadGameCachesFromDisk() end function InitGameCache(campaignFile) end function SaveGameCache(whichCache) end function StoreInteger(cache, missionKey, key, value) end function StoreReal(cache, missionKey, key, value) end function StoreBoolean(cache, missionKey, key, value) end function StoreUnit(cache, missionKey, key, whichUnit) end function StoreString(cache, missionKey, key, value) end function SyncStoredInteger(cache, missionKey, key) end function SyncStoredReal(cache, missionKey, key) end function SyncStoredBoolean(cache, missionKey, key) end function SyncStoredUnit(cache, missionKey, key) end function SyncStoredString(cache, missionKey, key) end function HaveStoredInteger(cache, missionKey, key) end function HaveStoredReal(cache, missionKey, key) end function HaveStoredBoolean(cache, missionKey, key) end function HaveStoredUnit(cache, missionKey, key) end function HaveStoredString(cache, missionKey, key) end function FlushGameCache(cache) end function FlushStoredMission(cache, missionKey) end function FlushStoredInteger(cache, missionKey, key) end function FlushStoredReal(cache, missionKey, key) end function FlushStoredBoolean(cache, missionKey, key) end function FlushStoredUnit(cache, missionKey, key) end function FlushStoredString(cache, missionKey, key) end function GetStoredInteger(cache, missionKey, key) end function GetStoredReal(cache, missionKey, key) end function GetStoredBoolean(cache, missionKey, key) end function GetStoredString(cache, missionKey, key) end function RestoreUnit(cache, missionKey, key, forWhichPlayer, x, y, facing) end function InitHashtable() end function SaveInteger(table, parentKey, childKey, value) end function SaveReal(table, parentKey, childKey, value) end function SaveBoolean(table, parentKey, childKey, value) end function SaveStr(table, parentKey, childKey, value) end function SavePlayerHandle(table, parentKey, childKey, whichPlayer) end function SaveWidgetHandle(table, parentKey, childKey, whichWidget) end function SaveDestructableHandle(table, parentKey, childKey, whichDestructable) end function SaveItemHandle(table, parentKey, childKey, whichItem) end function SaveUnitHandle(table, parentKey, childKey, whichUnit) end function SaveAbilityHandle(table, parentKey, childKey, whichAbility) end function SaveTimerHandle(table, parentKey, childKey, whichTimer) end function SaveTriggerHandle(table, parentKey, childKey, whichTrigger) end function SaveTriggerConditionHandle(table, parentKey, childKey, whichTriggercondition) end function SaveTriggerActionHandle(table, parentKey, childKey, whichTriggeraction) end function SaveTriggerEventHandle(table, parentKey, childKey, whichEvent) end function SaveForceHandle(table, parentKey, childKey, whichForce) end function SaveGroupHandle(table, parentKey, childKey, whichGroup) end function SaveLocationHandle(table, parentKey, childKey, whichLocation) end function SaveRectHandle(table, parentKey, childKey, whichRect) end function SaveBooleanExprHandle(table, parentKey, childKey, whichBoolexpr) end function SaveSoundHandle(table, parentKey, childKey, whichSound) end function SaveEffectHandle(table, parentKey, childKey, whichEffect) end function SaveUnitPoolHandle(table, parentKey, childKey, whichUnitpool) end function SaveItemPoolHandle(table, parentKey, childKey, whichItempool) end function SaveQuestHandle(table, parentKey, childKey, whichQuest) end function SaveQuestItemHandle(table, parentKey, childKey, whichQuestitem) end function SaveDefeatConditionHandle(table, parentKey, childKey, whichDefeatcondition) end function SaveTimerDialogHandle(table, parentKey, childKey, whichTimerdialog) end function SaveLeaderboardHandle(table, parentKey, childKey, whichLeaderboard) end function SaveMultiboardHandle(table, parentKey, childKey, whichMultiboard) end function SaveMultiboardItemHandle(table, parentKey, childKey, whichMultiboarditem) end function SaveTrackableHandle(table, parentKey, childKey, whichTrackable) end function SaveDialogHandle(table, parentKey, childKey, whichDialog) end function SaveButtonHandle(table, parentKey, childKey, whichButton) end function SaveTextTagHandle(table, parentKey, childKey, whichTexttag) end function SaveLightningHandle(table, parentKey, childKey, whichLightning) end function SaveImageHandle(table, parentKey, childKey, whichImage) end function SaveUbersplatHandle(table, parentKey, childKey, whichUbersplat) end function SaveRegionHandle(table, parentKey, childKey, whichRegion) end function SaveFogStateHandle(table, parentKey, childKey, whichFogState) end function SaveFogModifierHandle(table, parentKey, childKey, whichFogModifier) end function SaveAgentHandle(table, parentKey, childKey, whichAgent) end function SaveHashtableHandle(table, parentKey, childKey, whichHashtable) end function SaveFrameHandle(table, parentKey, childKey, whichFrameHandle) end function LoadInteger(table, parentKey, childKey) end function LoadReal(table, parentKey, childKey) end function LoadBoolean(table, parentKey, childKey) end function LoadStr(table, parentKey, childKey) end function LoadPlayerHandle(table, parentKey, childKey) end function LoadWidgetHandle(table, parentKey, childKey) end function LoadDestructableHandle(table, parentKey, childKey) end function LoadItemHandle(table, parentKey, childKey) end function LoadUnitHandle(table, parentKey, childKey) end function LoadAbilityHandle(table, parentKey, childKey) end function LoadTimerHandle(table, parentKey, childKey) end function LoadTriggerHandle(table, parentKey, childKey) end function LoadTriggerConditionHandle(table, parentKey, childKey) end function LoadTriggerActionHandle(table, parentKey, childKey) end function LoadTriggerEventHandle(table, parentKey, childKey) end function LoadForceHandle(table, parentKey, childKey) end function LoadGroupHandle(table, parentKey, childKey) end function LoadLocationHandle(table, parentKey, childKey) end function LoadRectHandle(table, parentKey, childKey) end function LoadBooleanExprHandle(table, parentKey, childKey) end function LoadSoundHandle(table, parentKey, childKey) end function LoadEffectHandle(table, parentKey, childKey) end function LoadUnitPoolHandle(table, parentKey, childKey) end function LoadItemPoolHandle(table, parentKey, childKey) end function LoadQuestHandle(table, parentKey, childKey) end function LoadQuestItemHandle(table, parentKey, childKey) end function LoadDefeatConditionHandle(table, parentKey, childKey) end function LoadTimerDialogHandle(table, parentKey, childKey) end function LoadLeaderboardHandle(table, parentKey, childKey) end function LoadMultiboardHandle(table, parentKey, childKey) end function LoadMultiboardItemHandle(table, parentKey, childKey) end function LoadTrackableHandle(table, parentKey, childKey) end function LoadDialogHandle(table, parentKey, childKey) end function LoadButtonHandle(table, parentKey, childKey) end function LoadTextTagHandle(table, parentKey, childKey) end function LoadLightningHandle(table, parentKey, childKey) end function LoadImageHandle(table, parentKey, childKey) end function LoadUbersplatHandle(table, parentKey, childKey) end function LoadRegionHandle(table, parentKey, childKey) end function LoadFogStateHandle(table, parentKey, childKey) end function LoadFogModifierHandle(table, parentKey, childKey) end function LoadHashtableHandle(table, parentKey, childKey) end function LoadFrameHandle(table, parentKey, childKey) end function HaveSavedInteger(table, parentKey, childKey) end function HaveSavedReal(table, parentKey, childKey) end function HaveSavedBoolean(table, parentKey, childKey) end function HaveSavedString(table, parentKey, childKey) end function HaveSavedHandle(table, parentKey, childKey) end function RemoveSavedInteger(table, parentKey, childKey) end function RemoveSavedReal(table, parentKey, childKey) end function RemoveSavedBoolean(table, parentKey, childKey) end function RemoveSavedString(table, parentKey, childKey) end function RemoveSavedHandle(table, parentKey, childKey) end function FlushParentHashtable(table) end function FlushChildHashtable(table, parentKey) end function GetRandomInt(lowBound, highBound) end function GetRandomReal(lowBound, highBound) end function CreateUnitPool() end function DestroyUnitPool(whichPool) end function UnitPoolAddUnitType(whichPool, unitId, weight) end function UnitPoolRemoveUnitType(whichPool, unitId) end function PlaceRandomUnit(whichPool, forWhichPlayer, x, y, facing) end function CreateItemPool() end function DestroyItemPool(whichItemPool) end function ItemPoolAddItemType(whichItemPool, itemId, weight) end function ItemPoolRemoveItemType(whichItemPool, itemId) end function PlaceRandomItem(whichItemPool, x, y) end function ChooseRandomCreep(level) end function ChooseRandomNPBuilding() end function ChooseRandomItem(level) end function ChooseRandomItemEx(whichType, level) end function SetRandomSeed(seed) end function SetTerrainFog(a, b, c, d, e) end function ResetTerrainFog() end function SetUnitFog(a, b, c, d, e) end function SetTerrainFogEx(style, zstart, zend, density, red, green, blue) end function DisplayTextToPlayer(toPlayer, x, y, message) end function DisplayTimedTextToPlayer(toPlayer, x, y, duration, message) end function DisplayTimedTextFromPlayer(toPlayer, x, y, duration, message) end function ClearTextMessages() end function SetDayNightModels(terrainDNCFile, unitDNCFile) end function SetSkyModel(skyModelFile) end function EnableUserControl(b) end function EnableUserUI(b) end function SuspendTimeOfDay(b) end function SetTimeOfDayScale(r) end function GetTimeOfDayScale() end function ShowInterface(flag, fadeDuration) end function PauseGame(flag) end function UnitAddIndicator(whichUnit, red, green, blue, alpha) end function AddIndicator(whichWidget, red, green, blue, alpha) end function PingMinimap(x, y, duration) end function PingMinimapEx(x, y, duration, red, green, blue, extraEffects) end function EnableOcclusion(flag) end function SetIntroShotText(introText) end function SetIntroShotModel(introModelPath) end function EnableWorldFogBoundary(b) end function PlayModelCinematic(modelName) end function PlayCinematic(movieName) end function ForceUIKey(key) end function ForceUICancel() end function DisplayLoadDialog() end function SetAltMinimapIcon(iconPath) end function DisableRestartMission(flag) end function CreateTextTag() end function DestroyTextTag(t) end function SetTextTagText(t, s, height) end function SetTextTagPos(t, x, y, heightOffset) end function SetTextTagPosUnit(t, whichUnit, heightOffset) end function SetTextTagColor(t, red, green, blue, alpha) end function SetTextTagVelocity(t, xvel, yvel) end function SetTextTagVisibility(t, flag) end function SetTextTagSuspended(t, flag) end function SetTextTagPermanent(t, flag) end function SetTextTagAge(t, age) end function SetTextTagLifespan(t, lifespan) end function SetTextTagFadepoint(t, fadepoint) end function SetReservedLocalHeroButtons(reserved) end function GetAllyColorFilterState() end function SetAllyColorFilterState(state) end function GetCreepCampFilterState() end function SetCreepCampFilterState(state) end function EnableMinimapFilterButtons(enableAlly, enableCreep) end function EnableDragSelect(state, ui) end function EnablePreSelect(state, ui) end function EnableSelect(state, ui) end function CreateTrackable(trackableModelPath, x, y, facing) end function CreateQuest() end function DestroyQuest(whichQuest) end function QuestSetTitle(whichQuest, title) end function QuestSetDescription(whichQuest, description) end function QuestSetIconPath(whichQuest, iconPath) end function QuestSetRequired(whichQuest, required) end function QuestSetCompleted(whichQuest, completed) end function QuestSetDiscovered(whichQuest, discovered) end function QuestSetFailed(whichQuest, failed) end function QuestSetEnabled(whichQuest, enabled) end function IsQuestRequired(whichQuest) end function IsQuestCompleted(whichQuest) end function IsQuestDiscovered(whichQuest) end function IsQuestFailed(whichQuest) end function IsQuestEnabled(whichQuest) end function QuestCreateItem(whichQuest) end function QuestItemSetDescription(whichQuestItem, description) end function QuestItemSetCompleted(whichQuestItem, completed) end function IsQuestItemCompleted(whichQuestItem) end function CreateDefeatCondition() end function DestroyDefeatCondition(whichCondition) end function DefeatConditionSetDescription(whichCondition, description) end function FlashQuestDialogButton() end function ForceQuestDialogUpdate() end function CreateTimerDialog(t) end function DestroyTimerDialog(whichDialog) end function TimerDialogSetTitle(whichDialog, title) end function TimerDialogSetTitleColor(whichDialog, red, green, blue, alpha) end function TimerDialogSetTimeColor(whichDialog, red, green, blue, alpha) end function TimerDialogSetSpeed(whichDialog, speedMultFactor) end function TimerDialogDisplay(whichDialog, display) end function IsTimerDialogDisplayed(whichDialog) end function TimerDialogSetRealTimeRemaining(whichDialog, timeRemaining) end function CreateLeaderboard() end function DestroyLeaderboard(lb) end function LeaderboardDisplay(lb, show) end function IsLeaderboardDisplayed(lb) end function LeaderboardGetItemCount(lb) end function LeaderboardSetSizeByItemCount(lb, count) end function LeaderboardAddItem(lb, label, value, p) end function LeaderboardRemoveItem(lb, index) end function LeaderboardRemovePlayerItem(lb, p) end function LeaderboardClear(lb) end function LeaderboardSortItemsByValue(lb, ascending) end function LeaderboardSortItemsByPlayer(lb, ascending) end function LeaderboardSortItemsByLabel(lb, ascending) end function LeaderboardHasPlayerItem(lb, p) end function LeaderboardGetPlayerIndex(lb, p) end function LeaderboardSetLabel(lb, label) end function LeaderboardGetLabelText(lb) end function PlayerSetLeaderboard(toPlayer, lb) end function PlayerGetLeaderboard(toPlayer) end function LeaderboardSetLabelColor(lb, red, green, blue, alpha) end function LeaderboardSetValueColor(lb, red, green, blue, alpha) end function LeaderboardSetStyle(lb, showLabel, showNames, showValues, showIcons) end function LeaderboardSetItemValue(lb, whichItem, val) end function LeaderboardSetItemLabel(lb, whichItem, val) end function LeaderboardSetItemStyle(lb, whichItem, showLabel, showValue, showIcon) end function LeaderboardSetItemLabelColor(lb, whichItem, red, green, blue, alpha) end function LeaderboardSetItemValueColor(lb, whichItem, red, green, blue, alpha) end function CreateMultiboard() end function DestroyMultiboard(lb) end function MultiboardDisplay(lb, show) end function IsMultiboardDisplayed(lb) end function MultiboardMinimize(lb, minimize) end function IsMultiboardMinimized(lb) end function MultiboardClear(lb) end function MultiboardSetTitleText(lb, label) end function MultiboardGetTitleText(lb) end function MultiboardSetTitleTextColor(lb, red, green, blue, alpha) end function MultiboardGetRowCount(lb) end function MultiboardGetColumnCount(lb) end function MultiboardSetColumnCount(lb, count) end function MultiboardSetRowCount(lb, count) end function MultiboardSetItemsStyle(lb, showValues, showIcons) end function MultiboardSetItemsValue(lb, value) end function MultiboardSetItemsValueColor(lb, red, green, blue, alpha) end function MultiboardSetItemsWidth(lb, width) end function MultiboardSetItemsIcon(lb, iconPath) end function MultiboardGetItem(lb, row, column) end function MultiboardReleaseItem(mbi) end function MultiboardSetItemStyle(mbi, showValue, showIcon) end function MultiboardSetItemValue(mbi, val) end function MultiboardSetItemValueColor(mbi, red, green, blue, alpha) end function MultiboardSetItemWidth(mbi, width) end function MultiboardSetItemIcon(mbi, iconFileName) end function MultiboardSuppressDisplay(flag) end function SetCameraPosition(x, y) end function SetCameraQuickPosition(x, y) end function SetCameraBounds(x1, y1, x2, y2, x3, y3, x4, y4) end function StopCamera() end function ResetToGameCamera(duration) end function PanCameraTo(x, y) end function PanCameraToTimed(x, y, duration) end function PanCameraToWithZ(x, y, zOffsetDest) end function PanCameraToTimedWithZ(x, y, zOffsetDest, duration) end function SetCinematicCamera(cameraModelFile) end function SetCameraRotateMode(x, y, radiansToSweep, duration) end function SetCameraField(whichField, value, duration) end function AdjustCameraField(whichField, offset, duration) end function SetCameraTargetController(whichUnit, xoffset, yoffset, inheritOrientation) end function SetCameraOrientController(whichUnit, xoffset, yoffset) end function CreateCameraSetup() end function CameraSetupSetField(whichSetup, whichField, value, duration) end function CameraSetupGetField(whichSetup, whichField) end function CameraSetupSetDestPosition(whichSetup, x, y, duration) end function CameraSetupGetDestPositionLoc(whichSetup) end function CameraSetupGetDestPositionX(whichSetup) end function CameraSetupGetDestPositionY(whichSetup) end function CameraSetupApply(whichSetup, doPan, panTimed) end function CameraSetupApplyWithZ(whichSetup, zDestOffset) end function CameraSetupApplyForceDuration(whichSetup, doPan, forceDuration) end function CameraSetupApplyForceDurationWithZ(whichSetup, zDestOffset, forceDuration) end function CameraSetTargetNoise(mag, velocity) end function CameraSetSourceNoise(mag, velocity) end function CameraSetTargetNoiseEx(mag, velocity, vertOnly) end function CameraSetSourceNoiseEx(mag, velocity, vertOnly) end function CameraSetSmoothingFactor(factor) end function SetCineFilterTexture(filename) end function SetCineFilterBlendMode(whichMode) end function SetCineFilterTexMapFlags(whichFlags) end function SetCineFilterStartUV(minu, minv, maxu, maxv) end function SetCineFilterEndUV(minu, minv, maxu, maxv) end function SetCineFilterStartColor(red, green, blue, alpha) end function SetCineFilterEndColor(red, green, blue, alpha) end function SetCineFilterDuration(duration) end function DisplayCineFilter(flag) end function IsCineFilterDisplayed() end function SetCinematicScene(portraitUnitId, color, speakerTitle, text, sceneDuration, voiceoverDuration) end function EndCinematicScene() end function ForceCinematicSubtitles(flag) end function GetCameraMargin(whichMargin) end function GetCameraBoundMinX() end function GetCameraBoundMinY() end function GetCameraBoundMaxX() end function GetCameraBoundMaxY() end function GetCameraField(whichField) end function GetCameraTargetPositionX() end function GetCameraTargetPositionY() end function GetCameraTargetPositionZ() end function GetCameraTargetPositionLoc() end function GetCameraEyePositionX() end function GetCameraEyePositionY() end function GetCameraEyePositionZ() end function GetCameraEyePositionLoc() end function NewSoundEnvironment(environmentName) end function CreateSound(fileName, looping, is3D, stopwhenoutofrange, fadeInRate, fadeOutRate, eaxSetting) end function CreateSoundFilenameWithLabel(fileName, looping, is3D, stopwhenoutofrange, fadeInRate, fadeOutRate, SLKEntryName) end function CreateSoundFromLabel(soundLabel, looping, is3D, stopwhenoutofrange, fadeInRate, fadeOutRate) end function CreateMIDISound(soundLabel, fadeInRate, fadeOutRate) end function SetSoundParamsFromLabel(soundHandle, soundLabel) end function SetSoundDistanceCutoff(soundHandle, cutoff) end function SetSoundChannel(soundHandle, channel) end function SetSoundVolume(soundHandle, volume) end function SetSoundPitch(soundHandle, pitch) end function SetSoundPlayPosition(soundHandle, millisecs) end function SetSoundDistances(soundHandle, minDist, maxDist) end function SetSoundConeAngles(soundHandle, inside, outside, outsideVolume) end function SetSoundConeOrientation(soundHandle, x, y, z) end function SetSoundPosition(soundHandle, x, y, z) end function SetSoundVelocity(soundHandle, x, y, z) end function AttachSoundToUnit(soundHandle, whichUnit) end function StartSound(soundHandle) end function StopSound(soundHandle, killWhenDone, fadeOut) end function KillSoundWhenDone(soundHandle) end function SetMapMusic(musicName, random, index) end function ClearMapMusic() end function PlayMusic(musicName) end function PlayMusicEx(musicName, frommsecs, fadeinmsecs) end function StopMusic(fadeOut) end function ResumeMusic() end function PlayThematicMusic(musicFileName) end function PlayThematicMusicEx(musicFileName, frommsecs) end function EndThematicMusic() end function SetMusicVolume(volume) end function SetMusicPlayPosition(millisecs) end function SetThematicMusicPlayPosition(millisecs) end function SetSoundDuration(soundHandle, duration) end function GetSoundDuration(soundHandle) end function GetSoundFileDuration(musicFileName) end function VolumeGroupSetVolume(vgroup, scale) end function VolumeGroupReset() end function GetSoundIsPlaying(soundHandle) end function GetSoundIsLoading(soundHandle) end function RegisterStackedSound(soundHandle, byPosition, rectwidth, rectheight) end function UnregisterStackedSound(soundHandle, byPosition, rectwidth, rectheight) end function AddWeatherEffect(where, effectID) end function RemoveWeatherEffect(whichEffect) end function EnableWeatherEffect(whichEffect, enable) end function TerrainDeformCrater(x, y, radius, depth, duration, permanent) end function TerrainDeformRipple(x, y, radius, depth, duration, count, spaceWaves, timeWaves, radiusStartPct, limitNeg) end function TerrainDeformWave(x, y, dirX, dirY, distance, speed, radius, depth, trailTime, count) end function TerrainDeformRandom(x, y, radius, minDelta, maxDelta, duration, updateInterval) end function TerrainDeformStop(deformation, duration) end function TerrainDeformStopAll() end function AddSpecialEffect(modelName, x, y) end function AddSpecialEffectLoc(modelName, where) end function AddSpecialEffectTarget(modelName, targetWidget, attachPointName) end function DestroyEffect(whichEffect) end function AddSpellEffect(abilityString, t, x, y) end function AddSpellEffectLoc(abilityString, t, where) end function AddSpellEffectById(abilityId, t, x, y) end function AddSpellEffectByIdLoc(abilityId, t, where) end function AddSpellEffectTarget(modelName, t, targetWidget, attachPoint) end function AddSpellEffectTargetById(abilityId, t, targetWidget, attachPoint) end function AddLightning(codeName, checkVisibility, x1, y1, x2, y2) end function AddLightningEx(codeName, checkVisibility, x1, y1, z1, x2, y2, z2) end function DestroyLightning(whichBolt) end function MoveLightning(whichBolt, checkVisibility, x1, y1, x2, y2) end function MoveLightningEx(whichBolt, checkVisibility, x1, y1, z1, x2, y2, z2) end function GetLightningColorA(whichBolt) end function GetLightningColorR(whichBolt) end function GetLightningColorG(whichBolt) end function GetLightningColorB(whichBolt) end function SetLightningColor(whichBolt, r, g, b, a) end function GetAbilityEffect(abilityString, t, index) end function GetAbilityEffectById(abilityId, t, index) end function GetAbilitySound(abilityString, t) end function GetAbilitySoundById(abilityId, t) end function GetTerrainCliffLevel(x, y) end function SetWaterBaseColor(red, green, blue, alpha) end function SetWaterDeforms(val) end function GetTerrainType(x, y) end function GetTerrainVariance(x, y) end function SetTerrainType(x, y, terrainType, variation, area, shape) end function IsTerrainPathable(x, y, t) end function SetTerrainPathable(x, y, t, flag) end function CreateImage(file, sizeX, sizeY, sizeZ, posX, posY, posZ, originX, originY, originZ, imageType) end function DestroyImage(whichImage) end function ShowImage(whichImage, flag) end function SetImageConstantHeight(whichImage, flag, height) end function SetImagePosition(whichImage, x, y, z) end function SetImageColor(whichImage, red, green, blue, alpha) end function SetImageRender(whichImage, flag) end function SetImageRenderAlways(whichImage, flag) end function SetImageAboveWater(whichImage, flag, useWaterAlpha) end function SetImageType(whichImage, imageType) end function CreateUbersplat(x, y, name, red, green, blue, alpha, forcePaused, noBirthTime) end function DestroyUbersplat(whichSplat) end function ResetUbersplat(whichSplat) end function FinishUbersplat(whichSplat) end function ShowUbersplat(whichSplat, flag) end function SetUbersplatRender(whichSplat, flag) end function SetUbersplatRenderAlways(whichSplat, flag) end function SetBlight(whichPlayer, x, y, radius, addBlight) end function SetBlightRect(whichPlayer, r, addBlight) end function SetBlightPoint(whichPlayer, x, y, addBlight) end function SetBlightLoc(whichPlayer, whichLocation, radius, addBlight) end function CreateBlightedGoldmine(id, x, y, face) end function IsPointBlighted(x, y) end function SetDoodadAnimation(x, y, radius, doodadID, nearestOnly, animName, animRandom) end function SetDoodadAnimationRect(r, doodadID, animName, animRandom) end function StartMeleeAI(num, script) end function StartCampaignAI(num, script) end function CommandAI(num, command, data) end function PauseCompAI(p, pause) end function GetAIDifficulty(num) end function RemoveGuardPosition(hUnit) end function RecycleGuardPosition(hUnit) end function RemoveAllGuardPositions(num) end function Cheat(cheatStr) end function IsNoVictoryCheat() end function IsNoDefeatCheat() end function Preload(filename) end function PreloadEnd(timeout) end function PreloadStart() end function PreloadRefresh() end function PreloadEndEx() end function PreloadGenClear() end function PreloadGenStart() end function PreloadGenEnd(filename) end function Preloader(filename) end function AutomationSetTestType(testType) end function AutomationTestStart(testName) end function AutomationTestEnd() end function AutomationTestingFinished() end function BlzGetTriggerPlayerMouseX() end function BlzGetTriggerPlayerMouseY() end function BlzGetTriggerPlayerMousePosition() end function BlzGetTriggerPlayerMouseButton() end function BlzSetAbilityTooltip(abilCode, tooltip, level) end function BlzSetAbilityActivatedTooltip(abilCode, tooltip, level) end function BlzSetAbilityExtendedTooltip(abilCode, extendedTooltip, level) end function BlzSetAbilityActivatedExtendedTooltip(abilCode, extendedTooltip, level) end function BlzSetAbilityResearchTooltip(abilCode, researchTooltip, level) end function BlzSetAbilityResearchExtendedTooltip(abilCode, researchExtendedTooltip, level) end function BlzGetAbilityTooltip(abilCode, level) end function BlzGetAbilityActivatedTooltip(abilCode, level) end function BlzGetAbilityExtendedTooltip(abilCode, level) end function BlzGetAbilityActivatedExtendedTooltip(abilCode, level) end function BlzGetAbilityResearchTooltip(abilCode, level) end function BlzGetAbilityResearchExtendedTooltip(abilCode, level) end function BlzSetAbilityIcon(abilCode, iconPath) end function BlzGetAbilityIcon(abilCode) end function BlzSetAbilityActivatedIcon(abilCode, iconPath) end function BlzGetAbilityActivatedIcon(abilCode) end function BlzGetAbilityPosX(abilCode) end function BlzGetAbilityPosY(abilCode) end function BlzSetAbilityPosX(abilCode, x) end function BlzSetAbilityPosY(abilCode, y) end function BlzGetAbilityActivatedPosX(abilCode) end function BlzGetAbilityActivatedPosY(abilCode) end function BlzSetAbilityActivatedPosX(abilCode, x) end function BlzSetAbilityActivatedPosY(abilCode, y) end function BlzGetUnitMaxHP(whichUnit) end function BlzSetUnitMaxHP(whichUnit, hp) end function BlzGetUnitMaxMana(whichUnit) end function BlzSetUnitMaxMana(whichUnit, mana) end function BlzSetItemName(whichItem, name) end function BlzSetItemDescription(whichItem, description) end function BlzGetItemDescription(whichItem) end function BlzSetItemTooltip(whichItem, tooltip) end function BlzGetItemTooltip(whichItem) end function BlzSetItemExtendedTooltip(whichItem, extendedTooltip) end function BlzGetItemExtendedTooltip(whichItem) end function BlzSetItemIconPath(whichItem, iconPath) end function BlzGetItemIconPath(whichItem) end function BlzSetUnitName(whichUnit, name) end function BlzSetHeroProperName(whichUnit, heroProperName) end function BlzGetUnitBaseDamage(whichUnit, weaponIndex) end function BlzSetUnitBaseDamage(whichUnit, baseDamage, weaponIndex) end function BlzGetUnitDiceNumber(whichUnit, weaponIndex) end function BlzSetUnitDiceNumber(whichUnit, diceNumber, weaponIndex) end function BlzGetUnitDiceSides(whichUnit, weaponIndex) end function BlzSetUnitDiceSides(whichUnit, diceSides, weaponIndex) end function BlzGetUnitAttackCooldown(whichUnit, weaponIndex) end function BlzSetUnitAttackCooldown(whichUnit, cooldown, weaponIndex) end function BlzSetSpecialEffectColorByPlayer(whichEffect, whichPlayer) end function BlzSetSpecialEffectColor(whichEffect, r, g, b) end function BlzSetSpecialEffectAlpha(whichEffect, alpha) end function BlzSetSpecialEffectScale(whichEffect, scale) end function BlzSetSpecialEffectPosition(whichEffect, x, y, z) end function BlzSetSpecialEffectHeight(whichEffect, height) end function BlzSetSpecialEffectTimeScale(whichEffect, timeScale) end function BlzSetSpecialEffectTime(whichEffect, time) end function BlzSetSpecialEffectOrientation(whichEffect, yaw, pitch, roll) end function BlzSetSpecialEffectYaw(whichEffect, yaw) end function BlzSetSpecialEffectPitch(whichEffect, pitch) end function BlzSetSpecialEffectRoll(whichEffect, roll) end function BlzSetSpecialEffectX(whichEffect, x) end function BlzSetSpecialEffectY(whichEffect, y) end function BlzSetSpecialEffectZ(whichEffect, z) end function BlzSetSpecialEffectPositionLoc(whichEffect, loc) end function BlzGetLocalSpecialEffectX(whichEffect) end function BlzGetLocalSpecialEffectY(whichEffect) end function BlzGetLocalSpecialEffectZ(whichEffect) end function BlzSpecialEffectClearSubAnimations(whichEffect) end function BlzSpecialEffectRemoveSubAnimation(whichEffect, whichSubAnim) end function BlzSpecialEffectAddSubAnimation(whichEffect, whichSubAnim) end function BlzPlaySpecialEffect(whichEffect, whichAnim) end function BlzPlaySpecialEffectWithTimeScale(whichEffect, whichAnim, timeScale) end function BlzGetAnimName(whichAnim) end function BlzGetUnitArmor(whichUnit) end function BlzSetUnitArmor(whichUnit, armorAmount) end function BlzUnitHideAbility(whichUnit, abilId, flag) end function BlzUnitDisableAbility(whichUnit, abilId, flag, hideUI) end function BlzUnitCancelTimedLife(whichUnit) end function BlzIsUnitSelectable(whichUnit) end function BlzIsUnitInvulnerable(whichUnit) end function BlzUnitInterruptAttack(whichUnit) end function BlzGetUnitCollisionSize(whichUnit) end function BlzGetAbilityManaCost(abilId, level) end function BlzGetAbilityCooldown(abilId, level) end function BlzSetUnitAbilityCooldown(whichUnit, abilId, level, cooldown) end function BlzGetUnitAbilityCooldown(whichUnit, abilId, level) end function BlzGetUnitAbilityCooldownRemaining(whichUnit, abilId) end function BlzEndUnitAbilityCooldown(whichUnit, abilCode) end function BlzGetUnitAbilityManaCost(whichUnit, abilId, level) end function BlzSetUnitAbilityManaCost(whichUnit, abilId, level, manaCost) end function BlzGetLocalUnitZ(whichUnit) end function BlzDecPlayerTechResearched(whichPlayer, techid, levels) end function BlzSetEventDamage(damage) end function BlzGetEventDamageTarget() end function BlzGetEventAttackType() end function BlzGetEventDamageType() end function BlzGetEventWeaponType() end function BlzSetEventAttackType(attackType) end function BlzSetEventDamageType(damageType) end function BlzSetEventWeaponType(weaponType) end function RequestExtraIntegerData(dataType, whichPlayer, param1, param2, param3, param4, param5, param6) end function RequestExtraBooleanData(dataType, whichPlayer, param1, param2, param3, param4, param5, param6) end function RequestExtraStringData(dataType, whichPlayer, param1, param2, param3, param4, param5, param6) end function RequestExtraRealData(dataType, whichPlayer, param1, param2, param3, param4, param5, param6) end function BlzGetUnitZ(whichUnit) end function BlzEnableSelections(enableSelection, enableSelectionCircle) end function BlzIsSelectionEnabled() end function BlzIsSelectionCircleEnabled() end function BlzCameraSetupApplyForceDurationSmooth(whichSetup, doPan, forcedDuration, easeInDuration, easeOutDuration, smoothFactor) end function BlzEnableTargetIndicator(enable) end function BlzIsTargetIndicatorEnabled() end function BlzGetOriginFrame(frameType, index) end function BlzEnableUIAutoPosition(enable) end function BlzHideOriginFrames(enable) end function BlzConvertColor(a, r, g, b) end function BlzLoadTOCFile(TOCFile) end function BlzCreateFrame(name, owner, priority, createContext) end function BlzCreateSimpleFrame(name, owner, createContext) end function BlzCreateFrameByType(typeName, name, owner, inherits, createContext) end function BlzDestroyFrame(frame) end function BlzFrameSetPoint(frame, point, relative, relativePoint, x, y) end function BlzFrameSetAbsPoint(frame, point, x, y) end function BlzFrameClearAllPoints(frame) end function BlzFrameSetAllPoints(frame, relative) end function BlzFrameSetVisible(frame, visible) end function BlzFrameIsVisible(frame) end function BlzGetFrameByName(name, createContext) end function BlzFrameGetName(frame) end function BlzFrameClick(frame) end function BlzFrameSetText(frame, text) end function BlzFrameGetText(frame) end function BlzFrameSetTextSizeLimit(frame, size) end function BlzFrameGetTextSizeLimit(frame) end function BlzFrameSetTextColor(frame, color) end function BlzFrameSetFocus(frame, flag) end function BlzFrameSetModel(frame, modelFile, cameraIndex) end function BlzFrameSetEnable(frame, enabled) end function BlzFrameGetEnable(frame) end function BlzFrameSetAlpha(frame, alpha) end function BlzFrameGetAlpha(frame) end function BlzFrameSetSpriteAnimate(frame, primaryProp, flags) end function BlzFrameSetTexture(frame, texFile, flag, blend) end function BlzFrameSetScale(frame, scale) end function BlzFrameSetTooltip(frame, tooltip) end function BlzFrameCageMouse(frame, enable) end function BlzFrameSetValue(frame, value) end function BlzFrameGetValue(frame) end function BlzFrameSetMinMaxValue(frame, minValue, maxValue) end function BlzFrameSetStepSize(frame, stepSize) end function BlzFrameSetSize(frame, width, height) end function BlzFrameSetVertexColor(frame, color) end function BlzFrameSetLevel(frame, level) end function BlzFrameSetParent(frame, parent) end function BlzFrameGetParent(frame) end function BlzFrameGetHeight(frame) end function BlzFrameGetWidth(frame) end function BlzFrameSetFont(frame, fileName, height, flags) end function BlzFrameSetTextAlignment(frame, vert, horz) end function BlzTriggerRegisterFrameEvent(whichTrigger, frame, eventId) end function BlzGetTriggerFrame() end function BlzGetTriggerFrameEvent() end function BlzTriggerRegisterPlayerSyncEvent(whichTrigger, whichPlayer, prefix, fromServer) end function BlzSendSyncData(prefix, data) end function BlzGetTriggerSyncPrefix() end function BlzGetTriggerSyncData() end function BlzTriggerRegisterPlayerKeyEvent(whichTrigger, whichPlayer, key, metaKey, keyDown) end function BlzGetTriggerPlayerKey() end function BlzGetTriggerPlayerMetaKey() end function BlzGetTriggerPlayerIsKeyDown() end function BlzEnableCursor(enable) end function BlzSetMousePos(x, y) end function BlzGetLocalClientWidth() end function BlzGetLocalClientHeight() end function BlzIsLocalClientActive() end function BlzGetMouseFocusUnit() end function BlzChangeMinimapTerrainTex(texFile) end function BlzGetLocale() end function BlzGetSpecialEffectScale(whichEffect) end function BlzSetSpecialEffectMatrixScale(whichEffect, x, y, z) end function BlzResetSpecialEffectMatrix(whichEffect) end function BlzGetUnitAbility(whichUnit, abilId) end function BlzGetUnitAbilityByIndex(whichUnit, index) end function BlzDisplayChatMessage(whichPlayer, recipient, message) end function BlzPauseUnitEx(whichUnit, flag) end function BlzBitOr(x, y) end function BlzBitAnd(x, y) end function BlzBitXor(x, y) end function BlzGetAbilityBooleanField(whichAbility, whichField) end function BlzGetAbilityIntegerField(whichAbility, whichField) end function BlzGetAbilityRealField(whichAbility, whichField) end function BlzGetAbilityStringField(whichAbility, whichField) end function BlzGetAbilityBooleanLevelField(whichAbility, whichField, level) end function BlzGetAbilityIntegerLevelField(whichAbility, whichField, level) end function BlzGetAbilityRealLevelField(whichAbility, whichField, level) end function BlzGetAbilityStringLevelField(whichAbility, whichField, level) end function BlzGetAbilityBooleanLevelArrayField(whichAbility, whichField, level, index) end function BlzGetAbilityIntegerLevelArrayField(whichAbility, whichField, level, index) end function BlzGetAbilityRealLevelArrayField(whichAbility, whichField, level, index) end function BlzGetAbilityStringLevelArrayField(whichAbility, whichField, level, index) end function BlzSetAbilityBooleanField(whichAbility, whichField, value) end function BlzSetAbilityIntegerField(whichAbility, whichField, value) end function BlzSetAbilityRealField(whichAbility, whichField, value) end function BlzSetAbilityStringField(whichAbility, whichField, value) end function BlzSetAbilityBooleanLevelField(whichAbility, whichField, level, value) end function BlzSetAbilityIntegerLevelField(whichAbility, whichField, level, value) end function BlzSetAbilityRealLevelField(whichAbility, whichField, level, value) end function BlzSetAbilityStringLevelField(whichAbility, whichField, level, value) end function BlzSetAbilityBooleanLevelArrayField(whichAbility, whichField, level, index, value) end function BlzSetAbilityIntegerLevelArrayField(whichAbility, whichField, level, index, value) end function BlzSetAbilityRealLevelArrayField(whichAbility, whichField, level, index, value) end function BlzSetAbilityStringLevelArrayField(whichAbility, whichField, level, index, value) end function BlzAddAbilityBooleanLevelArrayField(whichAbility, whichField, level, value) end function BlzAddAbilityIntegerLevelArrayField(whichAbility, whichField, level, value) end function BlzAddAbilityRealLevelArrayField(whichAbility, whichField, level, value) end function BlzAddAbilityStringLevelArrayField(whichAbility, whichField, level, value) end function BlzRemoveAbilityBooleanLevelArrayField(whichAbility, whichField, level, value) end function BlzRemoveAbilityIntegerLevelArrayField(whichAbility, whichField, level, value) end function BlzRemoveAbilityRealLevelArrayField(whichAbility, whichField, level, value) end function BlzRemoveAbilityStringLevelArrayField(whichAbility, whichField, level, value) end function BlzGetItemAbilityByIndex(whichItem, index) end function BlzGetItemAbility(whichItem, abilCode) end function BlzItemAddAbility(whichItem, abilCode) end function BlzGetItemBooleanField(whichItem, whichField) end function BlzGetItemIntegerField(whichItem, whichField) end function BlzGetItemRealField(whichItem, whichField) end function BlzGetItemStringField(whichItem, whichField) end function BlzSetItemBooleanField(whichItem, whichField, value) end function BlzSetItemIntegerField(whichItem, whichField, value) end function BlzSetItemRealField(whichItem, whichField, value) end function BlzSetItemStringField(whichItem, whichField, value) end function BlzItemRemoveAbility(whichItem, abilCode) end function BlzGetUnitBooleanField(whichUnit, whichField) end function BlzGetUnitIntegerField(whichUnit, whichField) end function BlzGetUnitRealField(whichUnit, whichField) end function BlzGetUnitStringField(whichUnit, whichField) end function BlzSetUnitBooleanField(whichUnit, whichField, value) end function BlzSetUnitIntegerField(whichUnit, whichField, value) end function BlzSetUnitRealField(whichUnit, whichField, value) end function BlzSetUnitStringField(whichUnit, whichField, value) end function BlzGetUnitWeaponBooleanField(whichUnit, whichField, index) end function BlzGetUnitWeaponIntegerField(whichUnit, whichField, index) end function BlzGetUnitWeaponRealField(whichUnit, whichField, index) end function BlzGetUnitWeaponStringField(whichUnit, whichField, index) end function BlzSetUnitWeaponBooleanField(whichUnit, whichField, index, value) end function BlzSetUnitWeaponIntegerField(whichUnit, whichField, index, value) end function BlzSetUnitWeaponRealField(whichUnit, whichField, index, value) end function BlzSetUnitWeaponStringField(whichUnit, whichField, index, value) end
local V = { Name = "Scion tC", Class = "prop_vehicle_jeep", Category = "TDM Cars", Author = "TheDanishMaster, Turn 10", Information = "A drivable Scion tC by TheDanishMaster", Model = "models/tdmcars/scion_tc.mdl", KeyValues = { vehiclescript = "scripts/vehicles/TDMCars/sciontc.txt" } } list.Set("Vehicles", "sciontctdm", V)
local comm = require "comm" local nmap = require "nmap" local shortport = require "shortport" local string = require "string" description = [[ Detects the Java Debug Wire Protocol. This protocol is used by Java programs to be debugged via the network. It should not be open to the public Internet, as it does not provide any security against malicious attackers who can inject their own bytecode into the debugged process. Documentation for JDWP is available at http://java.sun.com/javase/6/docs/technotes/guides/jpda/jdwp-spec.html ]] author = "Michael Schierl <schierlm@gmx.de>" license = "Same as Nmap--See http://nmap.org/book/man-legal.html" categories = {"version"} --- -- @output -- PORT STATE SERVICE VERSION -- 9999/tcp open jdwp Java Debug Wire Protocol (Reference Implementation) version 1.6 1.6.0_17 portrule = function(host, port) -- JDWP will close the port if there is no valid handshake within 2 -- seconds, Service detection's NULL probe detects it as tcpwrapped. return port.service == "tcpwrapped" and port.protocol == "tcp" and port.state == "open" and not(shortport.port_is_excluded(port.number,port.protocol)) end action = function(host, port) -- make sure we get at least one more packet after the JDWP-Handshake -- response even if there is some delay; the handshake response has 14 -- bytes, so wait for 18 bytes here. local status, result = comm.exchange(host, port, "JDWP-Handshake\0\0\0\11\0\0\0\1\0\1\1", {proto="tcp", bytes=18}) if (not status) then return end -- match jdwp m|JDWP-Handshake| p/$1/ v/$3/ i/$2\n$4/ local match = {string.match(result, "^JDWP%-Handshake\0\0..\0\0\0\1\128\0\0\0\0..([^\0\n]*)\n([^\0]*)\0\0..\0\0..\0\0..([0-9._]+)\0\0..([^\0]*)")} if match == nil or #match == 0 then -- if we have one \128 (reply marker), it is at least not echo because the request did not contain \128 if (string.match(result,"^JDWP%-Handshake\0.*\128") ~= nil) then port.version.name="jdwp" port.version.product="unknown" nmap.set_port_version(host, port) end return end port.version.name="jdwp" port.version.product = match[1] port.version.version = match[3] -- port.version.extrainfo = match[2] .. "\n" .. match[4] nmap.set_port_version(host, port) return end
if not HpwRewrite then return end if SERVER then return end if not HpwRewrite.BM then return end HpwRewrite.VGUI = HpwRewrite.VGUI or { } local infohelp local WindowColor = Color(80, 80, 80) local PlayerSpells = { } local PlayerLSpells = { } local ReceivedInfo = false net.Receive("hpwrewrite_GivI", function() table.Empty(PlayerSpells) table.Empty(PlayerLSpells) local lrn = net.ReadString() local lrnbl = net.ReadString() if lrn and lrn != "" then PlayerSpells = string.Explode("%", lrn) end if lrnbl and lrnbl != "" then PlayerLSpells = string.Explode("%", lrnbl) end ReceivedInfo = true end) local SpellLearning = false local progress = 0 hook.Add("Think", "hpwrewrite_progressbarhandler", function() if SpellLening != HpwRewrite.Learning then SpellLearning = HpwRewrite.Learning if not SpellLearning then progress = 0 end end if SpellLearning then if HpwRewrite.LearningSpell then progress = math.Approach(progress, HpwRewrite.LearningSpell.LearnTime, FrameTime()) end end end) local cross = Material("vgui/hpwrewrite/cross") function HpwRewrite.VGUI:CreateWindow(w, h, vis) local win = vgui.Create("DFrame") win:SetSize(w, h) win:Center() win:SetTitle("") win:ShowCloseButton(false) win:MakePopup() win.Paint = function(self, w, h) draw.RoundedBox(0, 0, 0, w, h, WindowColor) draw.RoundedBox(0, 0, 0, w, 25, HpwRewrite.Colors.DarkGrey) end win.PaintOver = function(self, w, h) surface.SetDrawColor(HpwRewrite.Colors.DarkGrey) surface.DrawOutlinedRect(0, 0, w, h) end win.OnCloseButton = function(self) end local old = win.Close win.Close = function(win) win:OnCloseButton() if vis then RememberCursorPosition() win:SetVisible(false) else old(win) end end win.SetupCloseButton = function(win) if IsValid(win.CloseBtn) then win.CloseBtn:SetPos(win:GetWide() - 25, 0) return end local close = self:CreateButton("", win:GetWide() - 25, 0, 25, 25, win, function() win:Close() end) close.DoSound = false close.Paint = function(self, w, h) surface.SetMaterial(cross) surface.SetDrawColor(HpwRewrite.Colors.White) surface.DrawTexturedRect(0, 0, w, h) end win.CloseBtn = close end win:SetupCloseButton() return win end function HpwRewrite.VGUI:CreateButton(text, x, y, w, h, win, func) local btn = vgui.Create("DButton", win) btn.EnterAlpha = 0 btn.DoSound = true btn.DrawDiff = true btn.EnterColor = HpwRewrite.Colors.Blue btn.OnCursorEntered = function(self) if self.DoSound then surface.PlaySound("hpwrewrite/enterbtn.wav") end self.entered = true self.EnterAlpha = 255 end local old = btn.Think btn.Think = function(btn) if old then old(btn) end -- Preventing OnCursorExited bug local x, y = btn:LocalCursorPos() if btn.entered and not (x >= 0 and y >= 0 and x <= btn:GetWide() and y <= btn:GetTall()) then btn.entered = false end end btn.MainColor = HpwRewrite.Colors.DarkGrey2 btn.Paint = function(self, w, h) local color = self.DrawDiff and (self.entered and self.EnterColor or self.MainColor) or self.MainColor draw.RoundedBox(0, 0, 0, w, h, self.MainColor) if self.DrawDiff then local col = self.EnterColor local color = Color(col.r, col.g, col.b, self.EnterAlpha) draw.RoundedBox(0, 0, 0, w, h, color) if not self.entered then self.EnterAlpha = math.Approach(self.EnterAlpha, 0, RealFrameTime() * 4000) end end draw.RoundedBox(0, 0, 0, w, h*0.4, Color(255, 255, 255, 1)) end func = func or function() end btn.DoClick = function(self) surface.PlaySound("hpwrewrite/clickbtn.wav") func(self) end btn:SetText(text) btn:SetFont("HPW_gui1") btn:SetPos(x, y) btn:SetSize(w, h) btn:SetColor(HpwRewrite.Colors.White) return btn end local arrow = Material("vgui/hpwrewrite/arrow") function HpwRewrite.VGUI:CreateScrollPanel(x, y, w, h, parent) parent = parent or self.Window if not IsValid(parent) then return end local panel = vgui.Create("DScrollPanel", parent) panel:SetPos(x, y) panel:SetSize(w, h) local bar = panel:GetVBar() bar:SetWide(14) local wval = 14 local Entered = false bar.Paint = function(self, w, h) draw.RoundedBox(0, w - wval, 0, wval, h, Color(20, 20, 20, (wval - 7) * 5)) end bar.btnUp.Paint = function(self, w, h) surface.SetMaterial(arrow) surface.SetDrawColor(HpwRewrite.Colors.White) surface.DrawTexturedRectRotated(w - wval + wval * 0.5, h * 0.5, 7, 7, 90) end bar.btnDown.Paint = function(self, w, h) surface.SetMaterial(arrow) surface.SetDrawColor(HpwRewrite.Colors.White) surface.DrawTexturedRectRotated(w - wval + wval * 0.5, h * 0.5, 7, 7, -90) end local old = bar.Think bar.Think = function(self) old(self) local w, h = self:GetWide(), self:GetTall() local x, y = self:LocalCursorPos() Entered = (x > 0 and x < w and y > 0 and y < h) or self.Dragging wval = math.Approach(wval, Entered and w or w * 0.5, RealFrameTime() * 120) end local color = Color(0, 0, 0, 150) bar.btnGrip.Paint = function(self, w, h) draw.RoundedBox(0, w - wval, 0, wval, h, color) end local old = panel.PerformLayout panel.PerformLayout = function(self, w, h) old(self, w, h) self.pnlCanvas:SetWide(self:GetWide()) end panel.HPWColorDraw = HpwRewrite.Colors.DarkGrey panel.Paint = function(self, w, h) draw.RoundedBox(4, 0, 0, w, h, self.HPWColorDraw) end return panel end function HpwRewrite.VGUI:CreateSheet(x, y, w, h, parent) parent = parent or self.Window if not IsValid(parent) then return end local sheet = vgui.Create("DPropertySheet", parent) sheet.tabScroller:SetOverlap(-1) sheet.tabScroller.btnLeft.Paint = function(self, w, h) surface.SetMaterial(arrow) surface.SetDrawColor(HpwRewrite.Colors.White) surface.DrawTexturedRectRotated(w / 2, h / 2, w, h, 180) end sheet.tabScroller.btnRight.Paint = function(self, w, h) surface.SetMaterial(arrow) surface.SetDrawColor(HpwRewrite.Colors.White) surface.DrawTexturedRectRotated(w / 2, h / 2, w, h, 0) end local old = sheet.tabScroller.PerformLayout sheet.tabScroller.PerformLayout = function(self, w, h) old(self, w, h) self.btnRight:AlignBottom(12) self.btnLeft:AlignBottom(12) end sheet.tabScroller:DockMargin(0, 0, 0, 0) sheet:SetPos(x, y) sheet:SetSize(w, h) sheet:SetShowIcons(false) return sheet end function HpwRewrite.VGUI:SetupSheetDrawing(sheet, activecolor) local sizes = 0 activecolor = activecolor or WindowColor local innactivecolor = Color(activecolor.r * 1.1, activecolor.g * 1.1, activecolor.b * 1.1) for k, v in pairs(sheet.Items) do v.Tab.Paint = function(self, w, h) local color = self.Active and activecolor or HpwRewrite.Colors.DarkGrey2 if self.entered and not self.Active then color = innactivecolor end h = h - 6 draw.RoundedBox(0, 0, 0, w, h, color) end v.Tab.OnCursorEntered = function(self) surface.PlaySound("hpwrewrite/enterbtn.wav") self.entered = true end v.Tab.OnCursorExited = function(self) self.entered = false end local old = v.Tab.DoClick v.Tab.DoClick = function(self) surface.PlaySound("hpwrewrite/clickbtn.wav") old(self) end v.Tab:SetFont("HPW_gui1") local w, h = v.Tab:GetContentSize() v.Tab:SetSize(w + 10, h + 18) v.Tab.ApplySchemeSettings = function(self) self.Active = self:GetPropertySheet():GetActiveTab() == self self:SetColor((self.Active and activecolor == HpwRewrite.Colors.White) and HpwRewrite.Colors.DarkGrey2 or HpwRewrite.Colors.White) end local old = v.Tab.PerformLayout v.Tab.PerformLayout = function(self, w, h) old(self, w, h) if self.Image then self.Image:SetPos(5, 4) end end v.Panel:SetPos(sheet:GetPadding(), 28 + sheet:GetPadding()) end sheet.Paint = function(self, w, h) draw.RoundedBox(4, 0, 0, w, h, activecolor) draw.RoundedBox(0, 0, 0, w, 28, HpwRewrite.Colors.DarkGrey) end end function HpwRewrite.VGUI:CreateLabel(text, x, y, parent) parent = parent or self.Window if not IsValid(parent) then return end local lab = vgui.Create("DLabel", parent) lab:SetPos(x, y) lab:SetText(text) lab:SetFont("HPW_gui1") lab:SizeToContents() lab:SetColor(HpwRewrite.Colors.White) return lab end --[[ function HpwRewrite.VGUI:OpenSwapMenu(name) HpwRewrite.BM:LoadBinds(name) local Dragging local Waiting local PosX = 0 local PosY = 0 local x = 5 local y = 29 local w, h = 86, 86 local win = self:CreateWindow(w * 9.7, h * 1.6) win:SetTitle("Swap menu. Drag'n'Drop spells to change their positions") win.lblTitle:SetFont("HPW_gui1") local panels = { } local function Load() for k, v in pairs(panels) do if IsValid(v) then v:Remove() end end table.Empty(panels) for i = 1, 9 do local x = x + (i - 1) * (w + 4) local p = vgui.Create("Panel", win) p:SetPos(x, y) p:SetSize(w+16, h+16) p.Index = i p.Bind = HpwRewrite.BM.Binds[i] local shift = 10 p.Paint = function() end p.PaintOver = function(p) local spell, key if p.Bind then spell = p.Bind.Spell key = p.Bind.Key end HpwRewrite:DrawSpellRect(spell, key, 8, 8, w, h) local w = w - 4 local h = h - 4 local color if p == Dragging then color = Color(0, 0, 0, 200) end if Dragging and Waiting == p.Index then color = Color(0, 255, 0, 100) elseif Waiting == p.Index then color = Color(0, 155, 255, 100) end if color then draw.RoundedBox(6, shift, shift, w, h, color) end end if p.Bind then p.OnMousePressed = function(p, ms) if ms == 107 then Dragging = p PosX, PosY = p:LocalCursorPos() end end end p.OnCursorEntered = function(p) Waiting = p.Index end p.OnCursorExited = function(p) Waiting = nil end table.insert(panels, p) end end Load() hook.Add("DrawOverlay", "hpwrewrite_dragndrophandler", function() if not IsValid(win) then hook.Remove("DrawOverlay", "hpwrewrite_dragndrophandler") return end if Dragging then local x, y = gui.MouseX(), gui.MouseY() x = x - PosX y = y - PosY HpwRewrite:DrawSpellRect(Dragging.Bind.Spell, Dragging.Bind.Key, x, y, w, h) end end) win.OnCloseButton = function() hook.Remove("DrawOverlay", "hpwrewrite_dragndrophandler") end local oldThink = win.Think win.Think = function(win) oldThink(win) if Dragging then if not input.IsMouseDown(107) then if Waiting then HpwRewrite.BM:MoveBindTo(Dragging.Index, Waiting, name) Load() end Dragging = nil end end end end]] local options = { ["Give and don't save to player's data file"] = function(ply, spell) net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(2, 5) net.WriteString(spell) net.WriteEntity(ply) net.SendToServer() end, ["Give and save to player's data file"] = function(ply, spell) net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(3, 5) net.WriteString(spell) net.WriteEntity(ply) net.SendToServer() end, ["Give to player's learnable spells"] = function(ply, spell) net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(4, 5) net.WriteString(spell) net.WriteEntity(ply) net.SendToServer() end } local options2 = { ["Who has this? (From current session)"] = function(spell) net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(5, 5) net.WriteString(spell) net.SendToServer() end, ["Who has this? (From data files)"] = function(spell) net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(6, 5) net.WriteString(spell) net.SendToServer() end, ["Unlearn from everyone"] = function(spell) net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(7, 5) net.WriteString(spell) net.SendToServer() end } ---------------------- -- Main window code -- ---------------------- local rememberSpell, rembemberTab local closedTabs = { } -- wont use any database table local fName = "hpwrewrite/client/closedtabs.txt" if not file.Exists(fName, "DATA") then file.Write(fName, "") else local tabs = string.Explode("¤", file.Read(fName)) if tabs then for k, v in pairs(tabs) do closedTabs[v] = true end end end -- Saving closed spell categories tabs to not annoy player next game hook.Add("ShutDown", "hpwrewrite_saveclosedtabs", function() local data = "" if next(closedTabs) != nil then for k, v in pairs(closedTabs) do if v then data = data .. "¤" .. k end end end file.Write(fName, data) end) local function GetTime(total) local hours = math.floor(total / 3600) local mins = math.floor(total / 60 % 60) local seconds = math.floor(total % 60) return Format("%02d:%02d:%02d", hours, mins, seconds) end function HpwRewrite.VGUI:UpdateVgui() if IsValid(self.Window) then self.Window:Close() self.Window = nil end end local gradient = Material("gui/center_gradient") local sheetWidth = 572 local function yesno(bool) return bool and HpwRewrite.Language:GetWord("#yes") or HpwRewrite.Language:GetWord("#no") end function HpwRewrite.VGUI:OpenNewSpellManager() if IsValid(self.Window) then self.Window:SetVisible(true) RestoreCursorPosition() return self.Window end local win = self:CreateWindow(816, 630, true) self.Window = win local old = win.Paint win.Paint = function(self, w, h) old(self, w, h) surface.SetDrawColor(HpwRewrite.Colors.DarkGrey) local x = w - 228 surface.DrawLine(x, 0, x, h) -- Separating line end local desc = self:CreateScrollPanel(597, 33, 210, 559, win) -- That right info panel local sheet = self:CreateSheet(0, 25, 588, 575) win.SpellWindow = desc win.Sheet = sheet --[[local old = win.PerformLayout win.PerformLayout = function(win, w, h) win.Sheet:SetSize(w - 212, h - 25) win.SpellWindow:SetPos(w - 203, 33) win.SpellWindow:SetSize(195, h - 41) win.ProgressBar:SetSize(w - 25, 24) win:SetupCloseButton() end]] sheet:SetFadeTime(0) -- Spell learning aka skillz progress bar do local bar = vgui.Create("DProgress", win) bar:SetPos(0, 0) bar:SetSize(792, 24) win.ProgressBar = bar local text = HpwRewrite.Language:GetWord("#progress") local lab = self:CreateLabel(text .. "0%", 10, 4, bar) bar.Think = function(self) local fr = self:GetFraction() local skill = HpwRewrite:SkillLevel() if fr != skill then self:SetFraction(Lerp(RealFrameTime(), fr, skill)) lab:SetText(text .. math.Round(fr * 100) .. "%") lab:SetColor(HpwRewrite.Colors.White) lab:SizeToContents() end end bar.Paint = function(self, w, h) draw.RoundedBox(0, 0, 0, w, h, HpwRewrite.Colors.DarkGrey2) draw.RoundedBox(0, 0, 0, w * self:GetFraction(), h, HpwRewrite.Colors.Blue) end end local function AddSpells() end -- Prototype -- Creates info about some spell or skin local infopanel local function CreateInfoPanel(k) local spell = HpwRewrite:GetSpell(k) if not spell then return end rememberSpell = k if IsValid(infopanel) then infopanel:Remove() end infopanel = vgui.Create("DPanel", desc) infopanel.Paint = function() end local pos = 0 local function createLab(text) pos = pos + 16 return text != "" and self:CreateLabel(text, 10, pos, infopanel) or nil end local icon = HpwRewrite:GetSpellIcon(k) if not icon:IsError() then local img = icon:GetName() icon = vgui.Create("DImage", infopanel) icon:SetPos(16, 16) icon:SetImage(img) icon:SetSize(171, 171) local old = icon.Paint icon.Paint = function(self, w, h) old(self, w, h) -- Border surface.SetDrawColor(HpwRewrite.Colors.DarkGrey) surface.DrawOutlinedRect(0, 0, w, h) end pos = pos + 180 end local spellName = createLab(k) spellName:SetColor(HpwRewrite.Colors.LightBlue) spellName:SetFont("HPW_fontSpells1") spellName:SizeToContents() if not HpwRewrite:PlayerHasSpell(nil, k) then createLab("") local text = (spell.IsSkin and HpwRewrite.Language:GetWord("#noskin") or HpwRewrite.Language:GetWord("#notlearned")) createLab(text):SetColor(HpwRewrite.Colors.Blue) else createLab("") local text = (spell.IsSkin and HpwRewrite.Language:GetWord("#haveskin") or HpwRewrite.Language:GetWord("#havelrndspell")) createLab(text):SetColor(HpwRewrite.Colors.LightBlue) end if HpwRewrite:PlayerHasLearnableSpell(nil, k) then createLab("") createLab(HpwRewrite.Language:GetWord("#havebook")):SetColor(HpwRewrite.Colors.Blue) if HpwRewrite:CanLearn(nil, k) then createLab(HpwRewrite.Language:GetWord("#readytolearn")):SetColor(HpwRewrite.Colors.Blue) createLab("") end end createLab("") local learninfo = HpwRewrite.Language:GetWord("#instantlrnbl") if spell.LearnTime != 0 and not spell.InstantLearn or (spell.IsSkin and spell.ShouldLearn) then learninfo = Format(HpwRewrite.Language:GetWord("#learntime"), GetTime(spell.LearnTime)) end createLab(learninfo) -- Main info createLab("") -- TODO: parse long named categories if spell.Category then if istable(spell.Category) then createLab(HpwRewrite.Language:GetWord("#categories")) for k, v in pairs(spell.Category) do createLab("• " .. v) end else createLab(HpwRewrite.Language:GetWord("#category")) createLab("• " .. spell.Category) end createLab("") end createLab(HpwRewrite.Language:GetWord("#hasbook") .. yesno(spell.CreateEntity)) if spell.CreateEntity then createLab(HpwRewrite.Language:GetWord("#bookinqmenu") .. yesno(spell.ShowInSpawnmenu)) end if spell.IsSkin then createLab(HpwRewrite.Language:GetWord("#holdtype") .. spell.HoldType) else createLab(HpwRewrite.Language:GetWord("#isselfcastable") .. yesno(spell.CanSelfCast)) if spell.CanSelfCast then createLab(HpwRewrite.Language:GetWord("#reversedselfcast") .. yesno(spell.ShouldReverseSelfCast)) end --createLab("Is unforgivable: " .. yesno(spell.Unforgivable)) createLab(HpwRewrite.Language:GetWord("#accuracycost") .. spell.AccuracyDecreaseVal * 100 .. "%") end if spell.Description != "" then createLab("") createLab(HpwRewrite.Language:GetWord("#description")):SetColor(HpwRewrite.Colors.Blue) local str = string.Explode("\n", spell.Description) for i = 1, #str - 1 do if str[i] then createLab(str[i]) end end end if spell.IsSkin then local names = { } for k, v in pairs(HpwRewrite:GetSpells()) do if v.OnlyWithSkin and table.HasValue(v.OnlyWithSkin, spell.Name) then table.insert(names, v.Name) end end if #names > 0 then createLab("") createLab(HpwRewrite.Language:GetWord("#exclusive")):SetColor(HpwRewrite.Colors.Blue) for k, v in pairs(names) do createLab(v) end end end if spell.SecretSpell then createLab("") createLab(HpwRewrite.Language:GetWord("#secretspell")):SetColor(HpwRewrite.Colors.Blue) createLab("") end -- RESTRICTIOOONS if spell.OnlyWithSkin then createLab("") createLab(HpwRewrite.Language:GetWord("#onlyavailable")):SetColor(HpwRewrite.Colors.Blue) for k, v in pairs(spell.OnlyWithSkin) do createLab(v) end end if spell.OnlyIfLearned then createLab("") createLab(HpwRewrite.Language:GetWord("#requiredknowldg")):SetColor(HpwRewrite.Colors.Blue) for k, v in pairs(spell.OnlyIfLearned) do local reqS = createLab(v) local w, h = reqS:GetContentSize() local has = HpwRewrite:PlayerHasSpell(nil, v) self:CreateLabel(has and "✓" or "✘", w + 14, pos, infopanel):SetColor(has and HpwRewrite.Colors.Green or HpwRewrite.Colors.Red) end end if HpwRewrite:IsSpellInBlacklist(k) then createLab("") createLab(HpwRewrite.Language:GetWord("#blacklisted")):SetColor(HpwRewrite.Colors.Blue) createLab("") end pos = pos + 32 local exists = HpwRewrite.FavouriteSpells[k] local removeFav = HpwRewrite.Language:GetWord("#removefav") local addFav = HpwRewrite.Language:GetWord("#addtofav") local btn = self:CreateButton(exists and removeFav or addFav, 10, pos, 183, 25, infopanel, function(btn) if exists then HpwRewrite.DM:RemoveFromFavourites(k) exists = false btn:SetText(addFav) else HpwRewrite.DM:AddToFavourites(k) exists = true btn:SetText(removeFav) end AddSpells() end) if HpwRewrite:PlayerHasLearnableSpell(nil, k) then pos = pos + 26 local btn = self:CreateButton(HpwRewrite.Language:GetWord("#startlrn"), 10, pos, 183, 25, infopanel, function() net.Start("hpwrewrite_LrnS") net.WriteString(k) net.SendToServer() end) end if HpwRewrite:PlayerHasSpell(nil, k) then pos = pos + 26 local btn = self:CreateButton(HpwRewrite.Language:GetWord("#use"), 10, pos, 183, 25, infopanel, function() HpwRewrite:RequestSpell(k) end) end pos = pos + 31 local btn = self:CreateButton(HpwRewrite.Language:GetWord("#closepanel"), 10, pos, 183, 30, infopanel, function() infopanel:Remove() end) local col = HpwRewrite.Colors.Blue btn.MainColor = Color(col.r * 0.7, col.g * 0.7, col.b * 0.7) infopanel:SetSize(195, pos + 45) -- Looking for learning do local SpellLearning = false local p infopanel.Think = function() if SpellLearning != HpwRewrite.Learning then SpellLearning = HpwRewrite.Learning if SpellLearning then p = vgui.Create("DPanel", infopanel) p:SetPos(0, pos + 49) p:SetSize(195, 200) p.Paint = function() end local bar = vgui.Create("DProgress", p) bar:SetPos(10, 0) bar:SetSize(175, 25) bar.Think = function() local spell = HpwRewrite.LearningSpell if spell then local learntime = spell.LearnTime bar:SetFraction(progress / learntime) end end bar.Paint = function(self, w, h) draw.RoundedBox(0, 0, 0, w, h, HpwRewrite.Colors.DarkGrey2) draw.RoundedBox(0, 0, 0, w * self:GetFraction(), h, HpwRewrite.Colors.Blue) end local btn = self:CreateButton(HpwRewrite.Language:GetWord("#stoplrn"), 10, 35, 175, 25, p, function() net.Start("hpwrewrite_LrnSt") net.SendToServer() end) local lab = self:CreateLabel("", 10, 65, p) lab.Think = function() local spell = HpwRewrite.LearningSpell if spell and HpwRewrite.LearningSpellName and progress then local text = HpwRewrite.Language:GetWord("#learning") .. HpwRewrite.LearningSpellName .. " " local learntime = spell.LearnTime local timeleft = GetTime(math.Round((1 - bar:GetFraction()) * learntime)) --local msg2 = "Don't die or exit from the\ngame while learning.\n" local msg1 = text .. math.Round((progress / learntime) * 100) .. "%\n" .. timeleft .. " left\n\n" local msg1 = Format(HpwRewrite.Language:GetWord("#learningmsg"), text, math.Round((progress / learntime) * 100), "%\n", timeleft) local msg2 = HpwRewrite.Language:GetWord("#warning") lab:SetText(msg1 .. msg2) lab:SizeToContents() end end infopanel:SetSize(195, pos + 216) else if IsValid(p) then p:Remove() infopanel:SetSize(195, pos + 30) end end end end infopanel:Think() end end -- Adding tabs local newspells local spells local skins = self:CreateScrollPanel() local skinsButtons = { } AddSpells = function(searchTerm) -- Adding spell tree if not newspells then newspells = vgui.Create("HPWSpellTree", win) newspells.CatchClick = function(newspells, name) CreateInfoPanel(name) if HpwRewrite:CanUseSpell(LocalPlayer(), name) and HpwRewrite.CVars.CloseOnSelect:GetBool() then win:Close() end HpwRewrite:RequestSpell(name) end end if newspells.Added then newspells:Update() end newspells.Added = true -- Adding spells with categories if not spells then spells = self:CreateScrollPanel() end if spells.SpellCats then for k, v in pairs(spells.SpellCats) do if IsValid(v) then v:Remove() end end spells.SpellCats = nil end spells.SpellCats = { } local defaultSize = 30 for k, v in SortedPairs(HpwRewrite:GetCategories()) do -- Adding spells to the category if not spells.SpellCats[k] then local spellCategory = vgui.Create("DPanel", spells) spellCategory.Paint = function() end spells.SpellCats[k] = spellCategory local btn = self:CreateButton(k, 0, 0, sheetWidth, defaultSize, spellCategory, function() closedTabs[k] = not closedTabs[k] spellCategory.Hidden = closedTabs[k] end) btn.DoRightClick = btn.DoClick btn:SetFont("HPW_gui3") btn.MainColor = HpwRewrite.Colors.DarkGrey btn.EnterColor = HpwRewrite.Colors.DarkGrey3 btn.DoSound = false local old = btn.Paint btn.Paint = function(btn, w, h) old(btn, w, h) surface.SetMaterial(gradient) surface.SetDrawColor(HpwRewrite.Colors.DarkGrey5) surface.DrawTexturedRect(0, 0, w, 1) surface.DrawTexturedRect(0, h - 1, w, 1) end spellCategory.MainButton = btn spellCategory.OtherButtons = { } local useless = { } local function getPos() return defaultSize + 1 + #spellCategory.OtherButtons * 25 end local function findSpell(spellName) if searchTerm != nil and searchTerm != "" then return spellName:lower():find(searchTerm:lower()) end return "N/A" end for a, b in SortedPairs(HpwRewrite:GetSpells()) do local cat = b.Category if type(cat) == "table" then if table.HasValue(cat, k) then cat = k else cat = nil end end if (cat == k and not b.IsSkin) or (k == HpwRewrite.Language:GetWord("#favcategory") and HpwRewrite.FavouriteSpells[a]) then if b.SecretSpell and not HpwRewrite:PlayerHasSpell(LocalPlayer(), a) then continue end -- Don't create button if search doesn't match if not findSpell(a) then continue end if not HpwRewrite:CanUseSpell(LocalPlayer(), a) then useless[a] = true continue end local btn = self:CreateButton(a, 0, getPos(), sheetWidth, 24, spellCategory, function() if HpwRewrite.CVars.CloseOnSelect:GetBool() then win:Close() end CreateInfoPanel(a) HpwRewrite:RequestSpell(a) end) btn.DoRightClick = function() CreateInfoPanel(a) end --btn.DoSound = false table.insert(spellCategory.OtherButtons, btn) end end for a, b in SortedPairs(useless) do local btn = self:CreateButton(a, 0, getPos(), sheetWidth, 24, spellCategory, function() CreateInfoPanel(a) end) local learn = HpwRewrite:PlayerHasLearnableSpell(LocalPlayer(), a) btn.DoRightClick = btn.DoClick btn:SetColor(Color(0, 0, 0, 220)) btn.MainColor = learn and HpwRewrite.Colors.Green or HpwRewrite.Colors.DarkGrey5 btn.EnterColor = Color(btn.MainColor.r * 1.1, btn.MainColor.g * 1.1, btn.MainColor.b * 1.1) btn.DoSound = false table.insert(spellCategory.OtherButtons, btn) end spellCategory.Hidden = closedTabs[k] end end spells.Think = function(spells) local w = spells:GetWide() for name, spellCategory in SortedPairs(spells.SpellCats) do local size = defaultSize+1 local numBtns = #spellCategory.OtherButtons if not spellCategory.Hidden then size = size + numBtns * 25 end --local h = Lerp(RealFrameTime() * 12, spellCategory:GetTall(), size) local h if not spellCategory.LoadedSpells then h = size spellCategory.LoadedSpells = true else h = math.Approach(spellCategory:GetTall(), size, RealFrameTime() * 120 * numBtns) end spellCategory:SetSize(w, h) spellCategory:Dock(TOP) end end -- Updating skins for k, v in pairs(skinsButtons) do if IsValid(v) then v:Remove() end skinsButtons[k] = nil end for k, v in SortedPairs(HpwRewrite:GetLearnedSpells()) do if not v then continue end -- i don't remember for what this is but ill leave it local skin = HpwRewrite:GetSkin(k) if not skin then continue end local btn = self:CreateButton("", 0, 0, sheetWidth, 60, skins, function() HpwRewrite:RequestSpell(k) CreateInfoPanel(k) end) btn:Dock(TOP) btn:DockMargin(0, 0, 0, 1) btn.DoRightClick = function() CreateInfoPanel(k) end local oldPaint = btn.Paint btn.Paint = function(self, w, h) oldPaint(self, w, h) local mat = HpwRewrite:GetSpellIcon(k) if not mat:IsError() then draw.RoundedBox(0, 5, 5, 50, 50, HpwRewrite.Colors.DarkGrey3) surface.SetMaterial(mat) surface.SetDrawColor(HpwRewrite.Colors.White) surface.DrawTexturedRect(6, 6, 48, 48) end draw.SimpleText(k, "HPW_gui2", w / 2, h / 2 - 16, HpwRewrite.Colors.White, TEXT_ALIGN_CENTER) end table.insert(skinsButtons, btn) end end -- Spell search bar local spellSearch = vgui.Create("DTextEntry", win) spellSearch:SetPos(0, 600) spellSearch:SetSize(588, 30) spellSearch:SetText("") spellSearch:SetFont("HPW_gui1") spellSearch:SetUpdateOnType(true) spellSearch.Ghost = HpwRewrite.Language:GetWord("#searchspells") spellSearch.OnValueChange = function(text) if text:GetText() != "" then local txt = text:GetText() for k,v in SortedPairs(HpwRewrite:GetSpells()) do if not v.IsSkin and txt:lower() == string.sub(k:lower(), 1, txt:len()) then text.Ghost = txt .. string.sub(k, txt:len() + 1) break else text.Ghost = "" end end else spellSearch.Ghost = HpwRewrite.Language:GetWord("#searchspells") end AddSpells(text:GetText()) end local oldPaint = spellSearch.Paint spellSearch.Paint = function(self, w, h) oldPaint(self, w, h) draw.SimpleText(spellSearch.Ghost, "HPW_gui1", 3, 7, Color(55, 55, 55, 150)) -- Background change if no results are found for _, currentCat in pairs(spells.SpellCats) do if type(currentCat.OtherButtons) == "table" and #currentCat.OtherButtons > 0 then return end end local color = Color(255, 0, 0, 80) draw.RoundedBox(0, 0, 0, w, h, color) end -- Hide spell searchbar outside of spell list local oldTabChanged = win.Sheet.OnActiveTabChanged win.Sheet.OnActiveTabChanged = function(self, old, new) oldTabChanged(self, old, new) local tabName = HpwRewrite.Language:GetWord("#spelllist") spellSearch:SetVisible(new:GetText() == tabName and old:GetText() != tabName) end AddSpells() -- Infopanel sheet local info = vgui.Create("DPanel", win) do info.Paint = function() end local sheet2 = self:CreateSheet(0, 0, sheetWidth, 530, info) local faq = self:CreateScrollPanel() local pos = 10 -- F.A.Q if HpwRewrite.Manuals.FAQ then self:CreateLabel(HpwRewrite.Language:GetWord("#faq_msg1"), 10, pos, faq):SetColor(HpwRewrite.Colors.LightBlue) pos = pos + 50 local btn = self:CreateButton(HpwRewrite.Language:GetWord("#bugsthread"), 415, 13, 120, 24, faq, function() gui.OpenURL("https://github.com/Ayditor/HPW_Rewrite/issues") end) local btn = self:CreateButton(HpwRewrite.Language:GetWord("#qathread"), 415, 38, 120, 24, faq, function() gui.OpenURL("http://steamcommunity.com/workshop/filedetails/discussion/875498456/135510393202106420") end) for k, v in pairs(HpwRewrite.Manuals.FAQ) do self:CreateLabel(string.rep("_", 75), 10, pos, faq):SetColor(HpwRewrite.Colors.DarkGrey3) pos = pos + 30 self:CreateLabel("Q: ", 10, pos, faq):SetColor(Color(0, 150, 255)) local question = string.Explode("\n", v.Q) for _, str in pairs(question) do self:CreateLabel(str, 30, pos, faq) pos = pos + 16 end self:CreateLabel("A: ", 10, pos, faq):SetColor(Color(0, 150, 255)) local answer = string.Explode("\n", v.A) for _, str in pairs(answer) do self:CreateLabel(str, 30, pos, faq) pos = pos + 16 end pos = pos + 15 end self:CreateLabel("", 10, pos, faq) end local help = self:CreateScrollPanel() -- Help buttons do local function createbtn(text, func) local btn = self:CreateButton(text, 0, 0, 565, 25, help, func) btn:Dock(TOP) btn:DockMargin(0, 0, 0, 1) return btn end local btn = createbtn(HpwRewrite.Language:GetWord("#updspells"), function() net.Start("hpwrewrite_ClientRequest") net.WriteUInt(4, 5) net.SendToServer() end) local btn = createbtn(HpwRewrite.Language:GetWord("#emptymyspells"), function() net.Start("hpwrewrite_ClientRequest") net.WriteUInt(2, 5) net.SendToServer() end) local btn = createbtn(HpwRewrite.Language:GetWord("#loadmyspells"), function() net.Start("hpwrewrite_ClientRequest") net.WriteUInt(5, 5) net.SendToServer() end) local btn = createbtn(HpwRewrite.Language:GetWord("#getconfig"), function() net.Start("hpwrewrite_ClientRequest") net.WriteUInt(1, 5) net.SendToServer() end) local name = HpwRewrite.Language:GetWord("#unlearnmyspells") local yes = HpwRewrite.Language:GetWord("#yes") local no = HpwRewrite.Language:GetWord("#no") local sure = HpwRewrite.Language:GetWord("#sure") local btn = createbtn(name, function() Derma_Query(sure, name, yes, function() net.Start("hpwrewrite_ClientRequest") net.WriteUInt(3, 5) net.SendToServer() end, no) end) local btn = createbtn(HpwRewrite.Language:GetWord("#learneverything"), function() net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(14, 5) net.SendToServer() end) local btn = createbtn(HpwRewrite.Language:GetWord("#getdebug"), function() HpwRewrite.VGUI:OpenDebugInfoWindow() end) local btn = createbtn(HpwRewrite.Language:GetWord("#cleardebug"), function() RunConsoleCommand("hpwrewrite_cl_cleardebug") end) local btn = createbtn(HpwRewrite.Language:GetWord("#copycvars"), function() local text = "" HpwRewrite:LogDebug("Copying convar values to clipboard...") for k, v in pairs(HpwRewrite.CVars) do text = text .. v:GetName() .. " " .. v:GetString() .. "\n" end SetClipboardText(text) end) local name = HpwRewrite.Language:GetWord("#resetcvars") local sure2 = HpwRewrite.Language:GetWord("#sure2") local btn = createbtn(name, function() Derma_Query(sure2, name, yes, function() for k, v in pairs(HpwRewrite.CVars) do if string.find(v:GetName(), "hpwrewrite_cl") then RunConsoleCommand(v:GetName(), v:GetDefault()) end end end, no) end) local btn = createbtn(HpwRewrite.Language:GetWord("#updwin"), function() self:UpdateVgui() self:OpenNewSpellManager() end) local btn = createbtn(HpwRewrite.Language:GetWord("#apidoc"), function() gui.OpenURL("https://github.com/Ayditor/HPW_Rewrite/wiki/Wand-API") end) end -- License, stuff local other = self:CreateScrollPanel() local pos = 10 local lab = self:CreateLabel(HpwRewrite.Language:GetWord("#license"), 0, 0, other) lab:SetColor(HpwRewrite.Colors.LightBlue) lab:SetFont("HPW_gui2") lab:SizeToContents() lab:Dock(TOP) lab:DockMargin(10, 5, 0, 10) for k, v in pairs(string.Explode("\n", HpwRewrite.Manuals.License)) do local t = self:CreateLabel(v, 0, 0, other) t:Dock(TOP) t:DockMargin(10, 0, 0, 0) end -- Bugs local lab = self:CreateLabel(HpwRewrite.Language:GetWord("#knownbugs"), 0, 0, other) lab:SetColor(HpwRewrite.Colors.LightBlue) lab:SetFont("HPW_gui2") lab:SizeToContents() lab:Dock(TOP) lab:DockMargin(10, 5, 0, 10) for k, v in pairs(HpwRewrite.Manuals.KnownBugs) do local t = self:CreateLabel(Format("• %s", v), 0, 0, other) t:Dock(TOP) t:DockMargin(10, 0, 0, 0) end -- Contributors local lab = self:CreateLabel(HpwRewrite.Language:GetWord("#contributors"), 0, 0, other) lab:SetColor(HpwRewrite.Colors.LightBlue) lab:SetFont("HPW_gui2") lab:SizeToContents() lab:Dock(TOP) lab:DockMargin(10, 5, 0, 10) -- Don't remove this piece of code for k, v in SortedPairs(HpwRewrite.Manuals.Contributors) do local t = self:CreateButton(k, 0, 0, 100, 20, other, function() gui.OpenURL(v) end) t:Dock(TOP) t:DockMargin(0, 1, 0, 0) end -- Client settings local clientset = HpwRewrite.Language:GetWord("#clientsettings") local clientopt = self:CreateScrollPanel() clientopt:SetName(clientset) clientopt.HPWColorDraw = HpwRewrite.Colors.White local p = vgui.Create("ControlPanel", clientopt) HpwRewrite.VGUI.CreateClientOptions(p) local old = clientopt.PerformLayout clientopt.PerformLayout = function(self, w, h) old(self, w, h) p:SetSize(self:GetWide(), p:GetTall()) end -- Server settings local serveropt local serverset = HpwRewrite.Language:GetWord("#serversettings") serveropt = self:CreateScrollPanel() serveropt:SetName(serverset) serveropt.HPWColorDraw = HpwRewrite.Colors.White local p = vgui.Create("ControlPanel", serveropt) HpwRewrite.VGUI.CreateServerOptions(p) local old = serveropt.PerformLayout serveropt.PerformLayout = function(self, w, h) old(self, w, h) p:SetSize(self:GetWide(), p:GetTall()) end -- List of CVars local cvarList = self:CreateScrollPanel() local lab = self:CreateLabel(HpwRewrite.Language:GetWord("#helplistcvar"), 10, 10, cvarList) local count = 0 local max = 1 for k, v in pairs(HpwRewrite.CVars) do local len = string.len(k) if len > max then max = len end end for k, v in SortedPairs(HpwRewrite.CVars) do local lab = self:CreateLabel(Format("%s%s%s - %s", k, string.rep(" ", (max - string.len(k)) + 2), v:GetName(), v:GetString()), 10, 60 + (count * 16), cvarList) lab:SetFont("DebugFixed") lab:SizeToContents() count = count + 1 end sheet2:AddSheet(HpwRewrite.Language:GetWord("#faq"), faq)--, "icon16/information.png") sheet2:AddSheet(HpwRewrite.Language:GetWord("#helpstuff"), help)--, "icon16/cog.png") sheet2:AddSheet(HpwRewrite.Language:GetWord("#maininfo"), other)--, "icon16/book.png") sheet2:AddSheet(clientset, clientopt)--, "icon16/cog_edit.png") if (HpwRewrite.CheckAdmin(LocalPlayer())) then sheet2:AddSheet(serverset, serveropt)--, "icon16/cog_edit.png") end sheet2:AddSheet(HpwRewrite.Language:GetWord("#listcvar"), cvarList)--, "icon16/script_gear.png") self:SetupSheetDrawing(sheet2, HpwRewrite.Colors.DarkGrey5) end -- Binding GUI local binding = self:CreateScrollPanel() do local tree = vgui.Create("DComboBox", binding) tree:SetPos(10, 10) tree:SetSize(436, 30) tree:SetFont("HPW_gui1") local function reload() tree:Clear() tree:SetText("") local data, filename = HpwRewrite.DM:ReadBinds() if data then for k, v in pairs(data) do tree:AddChoice(tostring(k)) end end end reload() local btns = { } local oldname -- Swap panel local Dragging local Waiting local PosX = 0 local PosY = 0 local x = 15 local y = 175 local w, h = 55, 55 local swapIcons = { } local function LoadSwapIcons() for k, v in pairs(swapIcons) do if IsValid(v) then v:Remove() end swapIcons[k] = nil end for i = 1, 9 do local x = x + (i - 1) * (w + 4) local p = vgui.Create("Panel", binding) p:SetPos(x, y) p:SetSize(w+16, h+16) p.Index = i p.Bind = HpwRewrite.BM.Binds[i] local shift = 10 p.Paint = function() end p.PaintOver = function(p) local spell, key if p.Bind then spell = p.Bind.Spell key = p.Bind.Key end HpwRewrite:DrawSpellRect(spell, key, 8, 8, w, h) local w = w - 4 local h = h - 4 local color if p == Dragging then color = Color(0, 0, 0, 200) end if Dragging and Waiting == p.Index then color = Color(0, 255, 0, 100) elseif Waiting == p.Index then color = Color(0, 155, 255, 100) end if color then draw.RoundedBox(6, shift, shift, w, h, color) end end if p.Bind then p.OnMousePressed = function(p, ms) if ms == 107 then surface.PlaySound("hpwrewrite/clickbtn.wav") Dragging = p PosX, PosY = p:LocalCursorPos() end end end p.OnCursorEntered = function(p) surface.PlaySound("hpwrewrite/enterbtn.wav") Waiting = p.Index end p.OnCursorExited = function(p) Waiting = nil end table.insert(swapIcons, p) end end hook.Add("DrawOverlay", "hpwrewrite_dragndrophandler", function() if not IsValid(binding) or not binding:IsVisible() then return end if Dragging then local x, y = gui.MouseX(), gui.MouseY() x = x - PosX y = y - PosY HpwRewrite:DrawSpellRect(Dragging.Bind.Spell, Dragging.Bind.Key, x, y, w, h) end end) -- Main function to initialize binding GUI -- from bind tree local createtree = HpwRewrite.Language:GetWord("#createtree") local createbind = HpwRewrite.Language:GetWord("#createbind") local bindmenu = HpwRewrite.Language:GetWord("#bindingmenu") local spellList = HpwRewrite.Language:GetWord("#bindspelllist") local creator = HpwRewrite.Language:GetWord("#bindtreecreator") local enter = HpwRewrite.Language:GetWord("#enter") local untitled = HpwRewrite.Language:GetWord("#untitled") local modifyBind = HpwRewrite.Language:GetWord("#modifybind") local modifyKey = HpwRewrite.Language:GetWord("#modifykey") local removeBind = HpwRewrite.Language:GetWord("#removebind") local sure2 = HpwRewrite.Language:GetWord("#sure2") local yes = HpwRewrite.Language:GetWord("#yes") local no = HpwRewrite.Language:GetWord("#no") local removetree = HpwRewrite.Language:GetWord("#removetree") local function loadTree(ltree, name) for k, v in pairs(btns) do if IsValid(v) then v:Remove() end end table.Empty(btns) for k, v in pairs(swapIcons) do if IsValid(v) then v:Remove() end swapIcons[k] = nil end if not ltree then return end if not name then return end HpwRewrite.BM:LoadBinds(name) tree:SetText(name) oldname = name local function createBindingWindow(callback) local win = self:CreateWindow(400, 100) win:SetTitle(bindmenu) win.lblTitle:SetFont("HPW_gui1") local text = vgui.Create("DTextEntry", win) text:SetPos(10, 30) text:SetSize(180, 30) text:SetText("") text:SetFont("HPW_gui1") text.Ghost = "" text.OnTextChanged = function(text) for k, v in SortedPairs(HpwRewrite:GetSpells()) do local txt = text:GetValue() text.ValidSpell = false if txt == string.sub(k, 1, txt:len()) then if txt == k then text.ValidSpell = true end text.Ghost = k break else text.Ghost = "" end end end local oldPaint = text.Paint text.Paint = function(self, w, h) oldPaint(self, w, h) draw.SimpleText(self.Ghost, "HPW_gui1", 3, 7, Color(55, 55, 55, 150)) if self.ValidSpell != nil then local color = Color(255, 0, 0, 80) if self.ValidSpell then color = Color(0, 255, 0, 80) end draw.RoundedBox(0, 0, 0, w, h, color) end end local tree = vgui.Create("DComboBox", win) tree:SetPos(200, 30) tree:SetSize(190, 30) tree:SetText(spellList) for k, v in SortedPairs(HpwRewrite:GetLearnedSpells()) do tree:AddChoice(k) end return win, text, tree end local btn = self:CreateButton(createbind, 0, 50, sheetWidth, 60, binding, function() local win, text, tree = createBindingWindow() local btn = self:CreateButton(enter, 10, 65, 380, 25, win, function(btn) timer.Simple(RealFrameTime(), function() if not IsValid(win) or not IsValid(btn) then return end btn:SetText(HpwRewrite.Language:GetWord("#pressanykey")) hook.Add("Think", "hpwrewrite_waitforkeybind", function() for k, v in pairs(HpwRewrite.BM.Keys) do if k >= 107 and input.IsMouseDown(k) or input.IsKeyDown(k) then hook.Remove("Think", "hpwrewrite_waitforkeybind") local val = tree:GetValue() != spellList and tree:GetValue() or text:GetValue() if IsValid(win) and IsValid(win.CloseBtn) and not win.CloseBtn:IsDown() then if not HpwRewrite.BM:AddBindSpell(val, k, name) then HpwRewrite:DoNotify(Format(HpwRewrite.Language:GetWord("#bindingerror"), HpwRewrite.BM.Keys[k]), 1) end binding.ShouldUpdate = true end if IsValid(win) then win:Close() end end end end) end) end) end) btn:SetFont("HPW_gui2") table.insert(btns, btn) table.insert(btns, self:CreateLabel(HpwRewrite.Language:GetWord("#dragndrop"), 22, 130, binding)) -- Loading swap icons LoadSwapIcons() -- Loading remove buttons if #ltree > 0 then table.insert(btns, self:CreateLabel(HpwRewrite.Language:GetWord("#foundbinds"), 22, 258, binding)) local function removeSpellBind(key, name) local data, filename = HpwRewrite.BM:RemoveBindSpell(key, name) if data and data[name] then loadTree(data[name], name) end end local function modifySpellBind(oldSpell, name) local win, text, tree = createBindingWindow() local btn = self:CreateButton(enter, 10, 65, 380, 25, win, function(btn) local val = tree:GetValue() != spellList and tree:GetValue() or text:GetValue() if IsValid(win) and IsValid(win.CloseBtn) and not win.CloseBtn:IsDown() then if not HpwRewrite.BM:ModifyBind(oldSpell, val, name) then HpwRewrite:DoNotify(Format(HpwRewrite.Language:GetWord("#bindingerrorspell"), val), 1) end binding.ShouldUpdate = true end if IsValid(win) then win:Close() end end) end local function modifySpellBindKey(oldKey, name) local win = self:CreateWindow(200, 100) win:SetTitle(modifyBind) win.lblTitle:SetFont("HPW_gui1") local lbl = self:CreateLabel(HpwRewrite.Language:GetWord("#pressanykey"), 0, 0, win) lbl:Dock(FILL) lbl:SetContentAlignment(5) timer.Simple(RealFrameTime(), function() if not IsValid(win) then return end hook.Add("Think", "hpwrewrite_waitforkeybind", function() for k, v in pairs(HpwRewrite.BM.Keys) do if k >= 107 and input.IsMouseDown(k) or input.IsKeyDown(k) then hook.Remove("Think", "hpwrewrite_waitforkeybind") local data, filename if IsValid(win) and IsValid(win.CloseBtn) and not win.CloseBtn:IsDown() then if not HpwRewrite.BM:ModifyBindKey(oldKey, k, name) then HpwRewrite:DoNotify(Format(HpwRewrite.Language:GetWord("#bindingerror"), HpwRewrite.BM.Keys[k]), 1) end binding.ShouldUpdate = true end if IsValid(win) then win:Close() end end end end) end) end for k, v in pairs(ltree) do table.insert(btns, self:CreateButton(HpwRewrite.BM.Keys[v.Key] .. " - " .. v.Spell, 0, 310 + (k - 1) * 26, 575, 25, binding, function() -- Create menu to either modify/remove the selected bind local menu = DermaMenu() menu:AddOption(modifyBind, function() modifySpellBind(v.Spell, name) end):SetIcon("icon16/pencil.png") menu:AddOption(modifyKey, function() modifySpellBindKey(v.Key, name) end):SetIcon("icon16/pencil.png") menu:AddSpacer() menu:AddOption(removeBind, function() removeSpellBind(v.Key, name) end):SetIcon("icon16/bin_closed.png") menu:Open() end)) end end end local btn = self:CreateButton(HpwRewrite.Language:GetWord("#options"), 456, 12, 105, 26, binding, function() local menu = DermaMenu() local function createNamingWindow(title) local win = self:CreateWindow(200, 100) win:SetTitle(title) win.lblTitle:SetFont("HPW_gui1") local text = vgui.Create("DTextEntry", win) text:SetPos(10, 30) text:SetSize(180, 30) text:SetText("") text:SetFont("HPW_gui1") return win, text end menu:AddOption(createtree, function() local win, text = createNamingWindow(creator) local btn = self:CreateButton(enter, 10, 65, 180, 25, win, function(btn) local val = text:GetValue() if not val or val == "" then val = untitled end local data, filename = HpwRewrite.BM:CreateTree(val) if data and data[val] then reload() loadTree(data[val], val) end win:Close() end) end) if oldname then local rename = Format(HpwRewrite.Language:GetWord("#renametree"), oldname) local renamebindtree = HpwRewrite.Language:GetWord("#renamebindtree") menu:AddOption(rename, function() local win, text = createNamingWindow(renamebindtree) local btn = self:CreateButton(enter, 10, 65, 180, 25, win, function(btn) local val = text:GetValue() local data, filename = HpwRewrite.DM:ReadBinds() if data and data[oldname] then data[val] = data[oldname] data[oldname] = nil file.Write(filename, util.TableToJSON(data)) reload() loadTree(data[val], val) end win:Close() end) end) local duplicate = Format(HpwRewrite.Language:GetWord("#duplicatetree"), oldname) local duplicatebindtree = HpwRewrite.Language:GetWord("#duplicatebindtree") menu:AddOption(duplicate, function() local win, text = createNamingWindow(duplicatebindtree) local btn = self:CreateButton(enter, 10, 65, 180, 25, win, function(btn) local newname = text:GetValue() local data, filename = HpwRewrite.DM:ReadBinds() if data and data[oldname] and data[newname] == nil and oldname != newname then data[newname] = data[oldname] file.Write(filename, util.TableToJSON(data)) reload() loadTree(data[newname], newname) end win:Close() end) end) menu:AddSpacer() local name = Format(removetree, oldname) menu:AddOption(name, function() Derma_Query(sure2, name, yes, function() if oldname then HpwRewrite.BM:RemoveTree(oldname) end HpwRewrite.BM:EmptyCurrentBinds() reload() loadTree() end, no) end) end menu:Open() end) -- Handlers tree.OnSelect = function(panel, index, val) local data, filename = HpwRewrite.DM:ReadBinds() if data and data[val] then loadTree(data[val], val) end end binding.Think = function(self) if self.ShouldUpdate then if oldname then local data, filename = HpwRewrite.DM:ReadBinds() if data and data[oldname] then loadTree(data[oldname], oldname) end end self.ShouldUpdate = false end if Dragging then if not input.IsMouseDown(107) then if Waiting and oldname then HpwRewrite.BM:MoveBindTo(Dragging.Index, Waiting, oldname) LoadSwapIcons() end Dragging = nil end end end -- Loading from current tree local data, filename = HpwRewrite.DM:ReadBinds() local bind = HpwRewrite.BM.CurTree if data and data[bind] then loadTree(data[bind], bind) end end -- Admin panel local admin admin = vgui.Create("DPanel", win) admin.Paint = function() end local sheet2 = self:CreateSheet(0, 0, sheetWidth, 530, admin) -- Tab1 - player controlling do local buttons = { } local height = 0 local function EmptyButtons() for k, v in pairs(buttons) do v:Remove() buttons[k] = nil end height = 0 end local spells = self:CreateScrollPanel(nil, nil, nil, nil, win, true) local selplayer = LocalPlayer() local InPlayerMenu = false local function AddPlayers() InPlayerMenu = false EmptyButtons() for k, v in pairs(player.GetAll()) do local btn = self:CreateButton(v:Name(), 0, (k - 1) * 26, 565, 25, spells, function() selplayer = v net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(10, 5) net.WriteEntity(v) net.SendToServer() end) table.insert(buttons, btn) end end local old = spells.Paint local learned = HpwRewrite.Language:GetWord("#learned") local learnable = HpwRewrite.Language:GetWord("#learnable") spells.Paint = function(spells, w, h) old(spells, w, h) surface.SetDrawColor(HpwRewrite.Colors.DarkGrey2) surface.DrawLine(w / 2, 0, w / 2, height > 0 and 28 + height * 26 or 0) draw.SimpleText(learned, "HPW_gui1", 16, 6, HpwRewrite.Colors.White, TEXT_ALIGN_LEFT) draw.SimpleText(learnable, "HPW_gui1", w / 2 + 16, 6, HpwRewrite.Colors.White, TEXT_ALIGN_LEFT) end local plys = #player.GetAll() local update = CurTime() + 0.2 local removelrnd = HpwRewrite.Language:GetWord("#removelrnd") local removelrnbl = HpwRewrite.Language:GetWord("#removelrnbl") local exit = HpwRewrite.Language:GetWord("#exitplayer") spells.Think = function() if ReceivedInfo and PlayerSpells and PlayerLSpells then self.ShouldUpdate = true InPlayerMenu = true EmptyButtons() height = 0 for k, v in pairs(PlayerSpells) do local btn = self:CreateButton(v, 0, 30 + (k - 1) * 26, 277, 25, spells, function() local menu = DermaMenu() menu:AddOption(removelrnd, function() net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(8, 5) net.WriteString(v) net.WriteEntity(selplayer) net.SendToServer() end) menu:Open() end) table.insert(buttons, btn) height = math.max(height, k) end for k, v in pairs(PlayerLSpells) do local btn = self:CreateButton(v, 280, 30 + (k - 1) * 26, 287, 25, spells, function() local menu = DermaMenu() menu:AddOption(removelrnbl, function() net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(9, 5) net.WriteString(v) net.WriteEntity(selplayer) net.SendToServer() end) menu:Open() end) table.insert(buttons, btn) height = math.max(height, k) end local name = "" if IsValid(selplayer) then name = " " .. selplayer:Name() end local btn = self:CreateButton(Format(exit, name), 0, 30 + height * 26, 565, 25, spells, AddPlayers) btn.EnterColor = HpwRewrite.Colors.Red table.insert(buttons, btn) ReceivedInfo = false end if not InPlayerMenu and CurTime() > update then local amount = #player.GetAll() if plys != amount then AddPlayers() plys = amount end update = CurTime() + 0.2 end end AddPlayers() sheet2:AddSheet(HpwRewrite.Language:GetWord("#playerspells"), spells, "icon16/table.png") end -- Tab2 - manager do local spells = self:CreateScrollPanel(nil, nil, nil, nil, win, true) local btn = self:CreateButton(Format(HpwRewrite.Language:GetWord("#foundspells"), table.Count(HpwRewrite:GetSpells())), 0, 0, 340, 25, spells, function() end) local btn = self:CreateButton(HpwRewrite.Language:GetWord("#printconfig"), 341, 0, 220, 25, spells, function() net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(13, 5) net.SendToServer() end) local i = 1 local unknown = HpwRewrite.Language:GetWord("#unknownoption") local enter = HpwRewrite.Language:GetWord("#enter") local invalid = HpwRewrite.Language:GetWord("#invalidplayer") local defaultSkin = HpwRewrite.Language:GetWord("#setdefskin") local addtoblack = HpwRewrite.Language:GetWord("#inblacklist") local addtoadminonly = HpwRewrite.Language:GetWord("#inadminonly") for k, v in SortedPairs(HpwRewrite:GetSpells()) do local yPos = i * 26 local btn = self:CreateButton(k, 0, yPos, 340, 25, spells, function() local menu = DermaMenu() for on, o in pairs(options) do menu:AddOption(on, function() local opt = options[on] if not opt then HpwRewrite:DoNotify(HpwRewrite.Language:GetWord("#unknown"), 1) return end local win = self:CreateWindow(200, 100) win:SetTitle(on) win.lblTitle:SetFont("HPW_gui1") local ply = vgui.Create("DComboBox", win) ply:SetPos(10, 30) ply:SetSize(180, 30) ply:SetText("Player") for a, b in pairs(player.GetAll()) do ply:AddChoice(b:Name()) end local btn = self:CreateButton(enter, 10, 65, 180, 25, win, function() local sel for a, b in pairs(player.GetAll()) do if b:Name() == ply:GetValue() then sel = b break end end if not sel then HpwRewrite:DoNotify(invalid, 1) return end opt(sel, k) win:Close() end) end) end for on, o in pairs(options2) do menu:AddOption(on, function() o(k) end) end if v.IsSkin then menu:AddOption(defaultSkin, function() net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(1, 5) net.WriteString(k) net.SendToServer() end) end menu:AddOption("Show info", function() CreateInfoPanel(k) end) menu:Open() end) local btn = self:CreateButton(addtoblack, 341, yPos, 107, 25, spells, function() net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(11, 5) net.WriteString(k) net.SendToServer() end) local old = btn.Think btn.Think = function(btn) old(btn) btn:SetColor(HpwRewrite:IsSpellInBlacklist(k) and HpwRewrite.Colors.Red or HpwRewrite.Colors.Green) end local btn = self:CreateButton(addtoadminonly, 449, yPos, 107, 25, spells, function() net.Start("hpwrewrite_AdminFunctions") net.WriteUInt(12, 5) net.WriteString(k) net.SendToServer() end) local old = btn.Think btn.Think = function(btn) old(btn) btn:SetColor(HpwRewrite:IsSpellInAdminOnly(k) and HpwRewrite.Colors.Red or HpwRewrite.Colors.Green) end i = i + 1 end sheet2:AddSheet(HpwRewrite.Language:GetWord("#manager"), spells, "icon16/report_edit.png") end self:SetupSheetDrawing(sheet2, HpwRewrite.Colors.DarkGrey5) if not HpwRewrite.CVars.HideTree:GetBool() then sheet:AddSheet(HpwRewrite.Language:GetWord("#maintree"), newspells) end sheet:AddSheet(HpwRewrite.Language:GetWord("#spelllist"), spells) sheet:AddSheet(HpwRewrite.Language:GetWord("#wandskins"), skins) sheet:AddSheet(HpwRewrite.Language:GetWord("#spellbinding"), binding) sheet:AddSheet(HpwRewrite.Language:GetWord("#settingshelp"), info) if (not game.SinglePlayer() or HpwRewrite.CVars.DebugMode:GetBool()) and HpwRewrite.CheckAdmin(LocalPlayer()) then sheet:AddSheet(HpwRewrite.Language:GetWord("#adminpanel"), admin) end -- Updating window do local oldThink = win.Think local SpellLearning = false local oldSkin local wand = HpwRewrite:GetWand(LocalPlayer()) if wand:IsValid() then oldSkin = wand:GetWandCurrentSkin() end win.Think = function(win) oldThink(win) --win:SetSize(800 + math.sin(CurTime()) * 100, 600 + math.cos(CurTime()) * 100) if not win.Escape then win.Escape = false end local oldEscape = win.Escape win.Escape = input.IsKeyDown(KEY_ESCAPE) if win:IsVisible() and win.Escape != oldEscape and win.Escape then win:Close() if gui.IsGameUIVisible() then gui.HideGameUI() end end --[[if SpellLearning != HpwRewrite.Learning then SpellLearning = HpwRewrite.Learning if SpellLearning then if HpwRewrite.LearningSpellName then win.OldTitle = win.lblTitle:GetText() win:SetTitle("Learning " .. HpwRewrite.LearningSpellName .. "...") end else if win.OldTitle then win:SetTitle(win.OldTitle) end end end]] if IsValid(wand) then local newSkin = wand:GetWandCurrentSkin() if newSkin != oldSkin then self.ShouldUpdate = true oldSkin = newSkin end end if self.ShouldUpdate then AddSpells() if rememberSpell then CreateInfoPanel(rememberSpell) end self.ShouldUpdate = false end rembemberTab = sheet:GetActiveTab():GetText() end end if rememberSpell then CreateInfoPanel(rememberSpell) end if rembemberTab then sheet:SwitchToName(rembemberTab) end self:SetupSheetDrawing(sheet) return win end
------------------------------- -- "Dracula" awesome theme -- -- By Tony A. (POPCORNrules) -- ------------------------------- local themes_path = require("gears.filesystem").get_themes_dir() local current_theme_dir = os.getenv("HOME") .. "/.config/awesome/themes/dracula" local dpi = require("beautiful.xresources").apply_dpi -- {{{ Main local theme = {} theme.wallpaper = current_theme_dir .. "/wallpaper.png" -- }}} -- {{{ Styles theme.font = "mononoki Nerd Font 9" -- {{{ Colors theme.fg_normal = "#9580FF" theme.fg_focus = "#80FFEA" theme.fg_urgent = "#FF9580" theme.bg_normal = "#22212C" theme.bg_focus = "#504C67" theme.bg_urgent = theme.bg_normal theme.bg_systray = theme.bg_normal -- }}} -- {{{ Borders theme.useless_gap = dpi(0) theme.border_width = dpi(2) theme.border_normal = "#22212C" theme.border_focus = "#504C67" theme.border_marked = "#FF80BF" -- }}} -- {{{ Titlebars theme.titlebar_bg_focus = "#504C67" theme.titlebar_bg_normal = "#22212C" -- }}} -- There are other variable sets -- overriding the default one when -- defined, the sets are: -- [taglist|tasklist]_[bg|fg]_[focus|urgent|occupied|empty|volatile] -- titlebar_[normal|focus] -- tooltip_[font|opacity|fg_color|bg_color|border_width|border_color] -- Example: --theme.taglist_bg_focus = "#FF80BF" -- }}} -- {{{ Widgets -- You can add as many variables as -- you wish and access them by using -- beautiful.variable in your rc.lua --theme.fg_widget = "#8AFF80 --theme.fg_center_widget = "#A2FF99" --theme.fg_end_widget = "#FF5656" --theme.bg_widget = "#494B4F" --theme.border_widget = "#504C67" -- }}} -- {{{ Mouse finder theme.mouse_finder_color = "#FF80BF" -- mouse_finder_[timeout|animate_timeout|radius|factor] -- }}} -- {{{ Menu -- Variables set for theming the menu: -- menu_[bg|fg]_[normal|focus] -- menu_[border_color|border_width] theme.menu_height = dpi(15) theme.menu_width = dpi(100) -- }}} -- {{{ Icons -- {{{ Taglist theme.taglist_squares_sel = current_theme_dir .. "/taglist/squarefz.png" theme.taglist_squares_unsel = current_theme_dir .. "/taglist/squarez.png" --theme.taglist_squares_resize = "false" -- }}} -- {{{ Misc theme.awesome_icon = current_theme_dir .. "/awesome-icon.png" theme.menu_submenu_icon = themes_path .. "default/submenu.png" -- }}} -- {{{ Layout theme.layout_tile = current_theme_dir .. "/layouts/tile.png" theme.layout_tileleft = current_theme_dir .. "/layouts/tileleft.png" theme.layout_tilebottom = current_theme_dir .. "/layouts/tilebottom.png" theme.layout_tiletop = current_theme_dir .. "/layouts/tiletop.png" theme.layout_fairv = current_theme_dir .. "/layouts/fairv.png" theme.layout_fairh = current_theme_dir .. "/layouts/fairh.png" theme.layout_spiral = current_theme_dir .. "/layouts/spiral.png" theme.layout_dwindle = current_theme_dir .. "/layouts/dwindle.png" theme.layout_max = current_theme_dir .. "/layouts/max.png" theme.layout_fullscreen = current_theme_dir .. "/layouts/fullscreen.png" theme.layout_magnifier = current_theme_dir .. "/layouts/magnifier.png" theme.layout_floating = current_theme_dir .. "/layouts/floating.png" theme.layout_cornernw = current_theme_dir .. "/layouts/cornernw.png" theme.layout_cornerne = current_theme_dir .. "/layouts/cornerne.png" theme.layout_cornersw = current_theme_dir .. "/layouts/cornersw.png" theme.layout_cornerse = current_theme_dir .. "/layouts/cornerse.png" -- }}} -- {{{ Titlebar theme.titlebar_close_button_focus = current_theme_dir .. "/titlebar/close_focus.png" theme.titlebar_close_button_normal = current_theme_dir .. "/titlebar/close_normal.png" theme.titlebar_minimize_button_normal = themes_path .. "default/titlebar/minimize_normal.png" theme.titlebar_minimize_button_focus = themes_path .. "default/titlebar/minimize_focus.png" theme.titlebar_ontop_button_focus_active = current_theme_dir .. "/titlebar/ontop_focus_active.png" theme.titlebar_ontop_button_normal_active = current_theme_dir .. "/titlebar/ontop_normal_active.png" theme.titlebar_ontop_button_focus_inactive = current_theme_dir .. "/titlebar/ontop_focus_inactive.png" theme.titlebar_ontop_button_normal_inactive = current_theme_dir .. "/titlebar/ontop_normal_inactive.png" theme.titlebar_sticky_button_focus_active = current_theme_dir .. "/titlebar/sticky_focus_active.png" theme.titlebar_sticky_button_normal_active = current_theme_dir .. "/titlebar/sticky_normal_active.png" theme.titlebar_sticky_button_focus_inactive = current_theme_dir .. "/titlebar/sticky_focus_inactive.png" theme.titlebar_sticky_button_normal_inactive = current_theme_dir .. "/titlebar/sticky_normal_inactive.png" theme.titlebar_floating_button_focus_active = current_theme_dir .. "/titlebar/floating_focus_active.png" theme.titlebar_floating_button_normal_active = current_theme_dir .. "/titlebar/floating_normal_active.png" theme.titlebar_floating_button_focus_inactive = current_theme_dir .. "/titlebar/floating_focus_inactive.png" theme.titlebar_floating_button_normal_inactive = current_theme_dir .. "/titlebar/floating_normal_inactive.png" theme.titlebar_maximized_button_focus_active = current_theme_dir .. "/titlebar/maximized_focus_active.png" theme.titlebar_maximized_button_normal_active = current_theme_dir .. "/titlebar/maximized_normal_active.png" theme.titlebar_maximized_button_focus_inactive = current_theme_dir .. "/titlebar/maximized_focus_inactive.png" theme.titlebar_maximized_button_normal_inactive = current_theme_dir .. "/titlebar/maximized_normal_inactive.png" -- }}} -- }}} return theme -- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80
-- Called when chat message sent function ChatControl(args) -- Change players vehicle color if args.text:sub(0,13) == "/vehicleColor" or args.text:sub(0,13) == "/vehiclecolor"then -- Check if player is in vehicle if args.player:InVehicle() == false then args.player:SendChatMessage("You must be in a vehicle to set the color of a vehicle", colorError) return false end -- Make sure args has sub args if args.text:len() < 14 then return false end -- Cut command from args local text = args.text:sub(15, args.text:len()) -- Find first space local space1 = text:find("%s") -- Return if no space if space1 == nil then return false end -- Convert space to number space1 = tonumber(space1) -- Find second space local space2 = text:find("%s",space1+1) -- Return if no second space if space2 == nil then return false end space2 = tonumber(space2) -- Set vehicle color local color = Color( tonumber(text:sub(0,space1)), tonumber(text:sub(space1+1,space2)), tonumber(text:sub(space2+1,text:len()))) args.player:GetVehicle():SetColors( color, color ) args.player:SendChatMessage("Vehicle color set to this", color) return false end -- Change the vehicle mass of your car if args.text:sub(0,5) == "/mass" then -- Return if not in vehicle if args.player:InVehicle() == false then args.player:SendChatMessage("You must be in a vehicle to set mass of a vehicle", colorError) return false end -- Grab the mass value local massv = args.text:sub(7,args.text:len()) -- Get vehicle local veh = args.player:GetVehicle() veh:SetMass(tonumber(massv)) args.player:SendChatMessage("Vehicle mass set to " .. massv, colorCommand) return false end -- Repair vehicle if args.text == "/repair" then -- Return if not in vehicle if args.player:InVehicle() == false then args.player:SendChatMessage("You must be in a vehicle to repair a vehicle", colorError) return false end -- Get vehicle local veh = args.player:GetVehicle() veh:SetHealth(100) -- Make copy of properties --[[local args2 = {} args2.id = veh:GetModelId() args2.color1, args2.color2 = veh:GetColors() veh:Remove() -- Put player in new vehicle SpawnVehicle(args2, args.player)]]-- args.player:SendChatMessage("Vehicle repaired!", colorCommand) return false end -- Spawn a vehicle and put them inside it. if args.text:sub(0,8) == "/vehicle" then local args2 = {id=tonumber(args.text:sub(10,args.text:len()))} SpawnVehicle(args2, args.player) return false end end -- Set current vehicle color function SetVehicleColor(args, player) if args.color1 == nil then args.color1 = Color(255,255,255) end if args.color2 == nil then args.color2 = args.color1 end player:GetVehicle():SetColors( args.color1, args.color2 ) player:SendChatMessage("Vehicle color set to this", args.color1) end -- Call to spawn a vehicle function SpawnVehicle(args, player) -- Get out of vehicle if in one if player:InVehicle() then local veh = player:GetVehicle() veh:Remove() end -- Vehicle spawn arguments spawnArgs = {} spawnArgs.model_id = args.id spawnArgs.position = player:GetPosition() spawnArgs.angle = player:GetAngle() -- Create vehicle local vehicle = Vehicle.Create(spawnArgs) vehicle:SetDeathRemove(true) vehicle:SetInvulnerable(false) vehicle:SetUnoccupiedRemove(true) player:EnterVehicle(vehicle, VehicleSeat.Driver) -- Display chat message Chat:Broadcast(player:GetName() .. " - Spawned Vehicle (" .. tostring(args.id) .. ": " .. Vehicle.GetNameByModelId(args.id) .. ")", colorCommand) -- Try and set colors local color1 = args.color1 if color1 == nil then return end local color2 = args.color2 if color2 == nil then color2 = color1 end vehicle:SetColors( color1, color2 ) end Events:Subscribe("PlayerChat", ChatControl) Network:Subscribe("SpawnVehicle", SpawnVehicle) Network:Subscribe("SetVehicleColor", SetVehicleColor)
-- Simple 911 Command (With Location & Blip) -- -- Made By Chezza -- displayTime = 300 -- Refreshes Blips every 5 Minutes by Default -- -- Code -- blip = nil blips = {} Citizen.CreateThread(function() TriggerEvent('chat:addSuggestion', '/911', 'Envia una llamada de entorno a la Policia!', { { name="Denuncia", help="Escribe tu denuncia aqui!" } }) end) Citizen.CreateThread(function() TriggerEvent('chat:addSuggestion', '/entorno', 'Envia un entorno amistoso!', { { name="Entorno", help="Escribe tu entorno aqui!" } }) end) Citizen.CreateThread(function() TriggerEvent('chat:addSuggestion', '/mecanico', 'Envia un aviso al mecanico!', { { name="Mecanico", help="Escribe tu aviso aqui!" } }) end) RegisterNetEvent('911:setBlip') AddEventHandler('911:setBlip', function(name, x, y, z) local blip = AddBlipForCoord(x, y, z) SetBlipSprite(blip, 58) SetBlipScale(blip, 1.0) SetBlipColour(blip, 3) BeginTextCommandSetBlipName("STRING") AddTextComponentString('Llamada al 911') EndTextCommandSetBlipName(blip) table.insert(blips, blip) Wait(displayTime * 1000) for i, blipq in pairs(blips) do if blip == blipq then RemoveBlip(blip) end end end) RegisterNetEvent('911:setBlipMecanico') AddEventHandler('911:setBlipMecanico', function(name, x, y, z) local blip = AddBlipForCoord(x, y, z) SetBlipSprite(blip, 446) SetBlipScale(blip, 1.0) SetBlipColour(blip, 47) BeginTextCommandSetBlipName("STRING") AddTextComponentString('Llamada al Mecanico') EndTextCommandSetBlipName(blip) table.insert(blips, blip) Wait(displayTime * 1000) for i, blipq in pairs(blips) do if blip == blipq then RemoveBlip(blip) end end end) -- Command -- RegisterCommand('911', function(source, args) local name = GetPlayerName(PlayerId()) local ped = GetPlayerPed(PlayerId()) local x, y, z = table.unpack(GetEntityCoords(ped, true)) local street = GetStreetNameAtCoord(x, y, z) local location = GetStreetNameFromHashKey(street) local msg = table.concat(args, ' ') if args[1] == nil then TriggerEvent('chat:addMessage', { template = '<div style="padding: 3px; margin: 0.5vw; background-color: rgb(0, 154, 249); border-radius: 3px;"><i style="margin-left: 5px;" class="fas fa-phone-square"></i>&nbsp;{0}</div>', args = {"^1911: ^7Porfavor, escribe aqui tu ^1Denuncia."}}) else TriggerServerEvent('911', location, msg, x, y, z, name) end end) RegisterCommand('entorno', function(source, args) local name = GetPlayerName(PlayerId()) local ped = GetPlayerPed(PlayerId()) local x, y, z = table.unpack(GetEntityCoords(ped, true)) local street = GetStreetNameAtCoord(x, y, z) local location = GetStreetNameFromHashKey(street) local msg = table.concat(args, ' ') if args[1] == nil then TriggerEvent('chat:addMessage', { template = '<div style="padding: 3px; margin: 0.5vw; background-color: rgb(72, 175, 201); border-radius: 3px;"><i style="margin-left: 5px;" class="fas fa-phone-square"></i>&nbsp;{0}</div>', args = {"^1Entorno: ^7Porfavor, escribe aqui tu ^1Entorno."}}) else TriggerServerEvent('entorno', location, msg, x, y, z, name) end end) RegisterCommand('mecanico', function(source, args) local name = GetPlayerName(PlayerId()) local ped = GetPlayerPed(PlayerId()) local x, y, z = table.unpack(GetEntityCoords(ped, true)) local street = GetStreetNameAtCoord(x, y, z) local location = GetStreetNameFromHashKey(street) local msg = table.concat(args, ' ') if args[1] == nil then TriggerEvent('chat:addMessage', { template = '<div style="padding: 3px; margin: 0.5vw; background-color: rgb(223, 100, 0); border-radius: 3px;"><i style="margin-left: 5px;" class="fas fa-phone-square"></i>&nbsp;{0}</div>', args = {"^1Mecanico: ^7Porfavor, escribe aqui tu ^1Aviso."}}) else TriggerServerEvent('mecanico', location, msg, x, y, z, name) end end)
wrk.method = "PUT" wrk.body = '["455","456","457","458","459","460","461","462","463","464","465","466","467","468","469","470","471","472","473","474","475","476","477","478","479","480","481","482","483","484"]' wrk.headers["Content-Type"] = "application/json" -- '["455","456","457","458","459","460","461","462","463","464","465","466","467","468","469","470","471","472","473","474","475","476","477","478","479","480","481","482","483","484","485","486","487","488","489","490","491","492","493","494","495","496","497","498","499","500","501","502","503","504","505","506","507","508","509","510","511","512","513","514","515","516","517","518","519","520","521","522","523","524","525","526","527","528","529","530","531","532","533","534","535","536","537","538","539","540","541","542","543","544","545","546","547","548","549","550","551","552","553","554"]'
vim.cmd [[ nnoremap <silent> ct :lua require('crates').toggle()<cr> nnoremap <silent> cr :lua require('crates').reload()<cr> nnoremap <silent> cv :lua require('crates').show_versions_popup()<cr> nnoremap <silent> cf :lua require('crates').show_features_popup()<cr> nnoremap <silent> cu :lua require('crates').update_crate()<cr> vnoremap <silent> cu :lua require('crates').update_crates()<cr> nnoremap <silent> ca :lua require('crates').update_all_crates()<cr> nnoremap <silent> cU :lua require('crates').upgrade_crate()<cr> vnoremap <silent> cU :lua require('crates').upgrade_crates()<cr> nnoremap <silent> cA :lua require('crates').upgrade_all_crates()<cr> ]] require("crates").setup()
function ARCreateStaticVBOs(vtype,vertcount,indexcount,doallocs) local vsize = vtype:memsize()*vertcount local vbo = vidbuffer.new(vidtype.vertex(),vidhint.draw(1), vsize) -- indices are either 16bit or 32bit depending on vertexcount local is16bit = vertcount <= 65536 local isize = (is16bit and 2 or 4)*indexcount local ibo = vidbuffer.new(vidtype.index(),vidhint.draw(1), isize) if (doallocs) then ibo:localalloc(isize) vbo:localalloc(vsize) end return vbo,ibo,is16bit end
local socket = require("socket") local http = require("socket.http") require("love.timer") function download_available_versions(server_url, timeout, max_size, timestamp_file) local body = "" local all_versions = {} http.request{ url=server_url, create=function() local req_sock = socket.tcp() -- note the second parameter here if timeout then req_sock:settimeout(timeout, 't') end return req_sock end, sink=function(chunk, err) if chunk == nil then return false end body = body..chunk return max_size == nil or #body < max_size end } if body ~= "" then for w in body:gmatch('<a href="([/%w_-]+)%.love">') do all_versions[#all_versions+1] = w:gsub("^/[/%w_-]+/", "") end end if #all_versions > 0 then table.sort(all_versions, function(a,b) return a>b end) for i=1,#all_versions do all_versions[i] = all_versions[i]..'.love' end if timestamp_file then love.filesystem.write(timestamp_file, os.time()) end end love.thread.getChannel("download_available_versions"):push(all_versions) end function download_file(server_filepath, local_filepath) local body = http.request(server_filepath) love.filesystem.write(local_filepath, body) love.thread.getChannel("download_file"):push(true) end function download_lastest_version(server_url, local_path, version_file, local_version) download_available_versions(server_url, nil, nil) local versions = nil while versions == nil do versions = love.thread.getChannel("download_available_versions"):pop() love.timer.sleep(0.2) end if #versions > 0 and versions[1] ~= local_version then download_file(server_url.."/"..versions[1], local_path..versions[1]) local downloaded = nil while downloaded == nil do downloaded = love.thread.getChannel("download_file"):pop() love.timer.sleep(0.2) end if downloaded then love.filesystem.write(version_file, versions[1]) love.thread.getChannel("download_lastest_version"):push(true) return end end love.thread.getChannel("download_lastest_version"):push(false) end local ftable = { download_available_versions= download_available_versions, download_file= download_file, download_lastest_version= download_lastest_version, } ftable[select(1, ...)](select(2, ...))
package("opencolorio") set_homepage("https://opencolorio.org/") set_description("A complete color management solution geared towards motion picture production with an emphasis on visual effects and computer animation.") set_license("BSD-3-Clause") add_urls("https://github.com/AcademySoftwareFoundation/OpenColorIO/archive/refs/tags/$(version).tar.gz", "https://github.com/AcademySoftwareFoundation/OpenColorIO.git") add_versions("v2.1.0", "81fc7853a490031632a69c73716bc6ac271b395e2ba0e2587af9995c2b0efb5f") add_versions("v2.1.1", "16ebc3e0f21f72dbe90fe60437eb864f4d4de9c255ef8e212f837824fc9b8d9c") add_deps("cmake", "expat", "yaml-cpp", "imath", "pystring") if is_plat("windows") then add_syslinks("user32", "gdi32") elseif is_plat("macosx") then add_frameworks("CoreFoundation", "CoreGraphics", "ColorSync", "IOKit") end on_load("windows", function (package) if not package:config("shared") then package:add("defines", "OpenColorIO_SKIP_IMPORTS") end end) on_install("windows", "macosx", "linux", function (package) local configs = {"-DOCIO_BUILD_APPS=OFF", "-DOCIO_BUILD_OPENFX=OFF", "-DOCIO_BUILD_PYTHON=OFF", "-DOCIO_BUILD_DOCS=OFF", "-DOCIO_BUILD_TESTS=OFF", "-DOCIO_BUILD_GPU_TESTS=OFF"} table.insert(configs, "-DCMAKE_BUILD_TYPE=" .. (package:debug() and "Debug" or "Release")) table.insert(configs, "-DBUILD_SHARED_LIBS=" .. (package:config("shared") and "ON" or "OFF")) import("package.tools.cmake").install(package, configs) end) on_test(function (package) assert(package:check_cxxsnippets({test = [[ #include <OpenColorIO/OpenColorIO.h> namespace OCIO = OCIO_NAMESPACE; void test() { OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig(); OCIO::ConstProcessorRcPtr processor = config->getProcessor(OCIO::ROLE_COMPOSITING_LOG, OCIO::ROLE_SCENE_LINEAR); OCIO::ConstCPUProcessorRcPtr cpu = processor->getDefaultCPUProcessor(); } ]]}, {configs = {languages = "c++17"}})) end)
local keyboard = {} local state = { down = {}, pressed = {}, released = {} } function keyboard.wasPressed(...) for i,v in ipairs({...}) do if state.pressed[v] == true then return true end end return false end function keyboard.wasReleased(...) for i,v in ipairs({...}) do if state.released[v] == true then return true end end return false end function keyboard.isDown(...) for i,v in ipairs({...}) do if state.down[v] == true then return true end end return false end function keyboard.keypressed(k) state.down[k] = true state.pressed[k] = true end function keyboard.keyreleased(k) state.down[k] = false state.released[k] = true end function keyboard.clear() for i,v in pairs(state.pressed) do state.pressed[i] = false end for i,v in pairs(state.released) do state.released[i] = false end end return keyboard
local NoobTacoUI, E, L, V, P, G = unpack(select(2, ...)) function NoobTacoUI:SetupTooltips() -- TOOLTIPS --------------------------------------------------------------- E.db["tooltip"]["textFontSize"] = 14 E.db["tooltip"]["font"] = "Montserrat-Bold" E.db["tooltip"]["healthBar"]["height"] = 10 E.db["tooltip"]["healthBar"]["font"] = "Montserrat-Bold" E.db["tooltip"]["healthBar"]["fontOutline"] = "NONE" E.db["tooltip"]["smallTextFontSize"] = 14 E.db["tooltip"]["colorAlpha"] = 1 E.db["tooltip"]["headerFontSize"] = 14 end
local Rx = require 'rx' -- Create an observable that produces a single value and print it. Rx.Observable.of(42):subscribe(print)
slot0 = ClassLoader:aquireClass("BaseNode") slot1 = ClassLoader:aquireClass("Tools") slot2 = class_C("Timer", function () return slot0:create() end) slot2.REPEAT_FOREVER = -1 slot2.ctor = function (slot0) slot0._paused = true slot0._counter = 0 slot0._schemeSize = 0 slot0._schemes = {} slot0._namedMaps = {} end slot2.onEnter = function (slot0) slot0._entry = cc.Director:getInstance():getScheduler():scheduleScriptFunc(slot0:thisCall(slot1.scheduler, slot0), 0, false) end slot2.onExit = function (slot0) cc.Director:getInstance():getScheduler():unscheduleScriptEntry(slot0._entry) end slot2.scheduler = function (slot0, slot1) if not slot0._paused then slot0._counter = slot0._counter + slot1 slot2 = slot0._schemeSize slot3 = 1 for slot7 = 1, slot0._schemeSize, 1 do slot0:processScheme(slot0._schemes[slot7], slot1) if slot0._schemes[slot7] then if slot3 ~= slot7 then slot0._schemes[slot7].id = slot3 slot0._schemes[slot3] = slot0._schemes[slot7] slot0._schemes[slot7] = nil end slot3 = slot3 + 1 end end for slot7 = slot2, slot0._schemeSize, 1 do if slot0._schemes[slot7] then if slot3 ~= slot7 then slot0._schemes[slot3] = slot0._schemes[slot7] slot0._schemes[slot7] = nil end slot3 = slot3 + 1 end end slot0._schemeSize = slot3 - 1 end end slot2.addScheme = function (slot0, slot1, slot2, slot3, slot4) if slot4 and slot0._namedMaps[slot4] then return end slot0._schemeSize = slot0._schemeSize + 1 slot0._schemes[slot0._schemeSize] = { paused = false, counter = 0, removed = false, task = slot1 or function () return end, interval = slot2 or 0, repeat_times = slot3 or slot0.REPEAT_FOREVER, name = slot4, id = slot0._schemeSize } if slot4 then slot0._namedMaps[slot4] = slot5 end return slot5 end slot2.processScheme = function (slot0, slot1, slot2) if slot1 and not slot1.paused and slot1.repeat_times ~= 0 then if slot1.interval == 0 then slot1.task() slot1.repeat_times = slot1.repeat_times - 1 else slot1.counter = slot1.counter + slot2 while slot1.interval <= slot1.counter and slot1.repeat_times ~= 0 do slot1.counter = slot1.counter - slot1.interval slot1.task() slot1.repeat_times = slot1.repeat_times - 1 end end if slot1.repeat_times == 0 then slot0:removeScheme(slot1) end end end slot2.removeScheme = function (slot0, slot1) if slot1 and not slot1.removed then slot1.removed = true slot0._schemes[slot1.id] = nil if slot1.name then slot0._namedMaps[slot1.name] = nil end end end slot2.resetScheme = function (slot0, slot1) if slot1 and not slot1.removed then slot1.counter = 0 end end slot2.pauseScheme = function (slot0, slot1) if slot1 and not slot1.removed then slot1.pause = true end end slot2.startScheme = function (slot0, slot1) if slot1 and not slot1.removed then slot1.pause = false end end slot2.removeSchemeByName = function (slot0, slot1) slot0:removeScheme(slot0._namedMaps[slot1]) end slot2.resetSchemeByName = function (slot0, slot1) slot0:resetScheme(slot0._namedMaps[slot1]) end slot2.pauseSchemeByName = function (slot0, slot1) slot0:removeScheme(slot0._namedMaps[slot1]) end slot2.startSchemeByName = function (slot0, slot1) slot0:pauseScheme(slot0._namedMaps[slot1]) end slot2.start = function (slot0) slot0._paused = false end slot2.reset = function (slot0) slot0._counter = 0 for slot4 = 1, slot0._schemeSize, 1 do slot0:resetScheme(slot0._schemes[slot4]) end end slot2.pause = function (slot0) slot0._paused = true end slot2.stop = function (slot0) slot0._counter = 0 slot0._paused = true for slot4 = 1, slot0._schemeSize, 1 do slot0:removeScheme(slot0._schemes[slot4]) end end return slot2
local shared = require("scripts.stageapi.shared") local mod = require("scripts.stageapi.mod") StageAPI.LogMinor("Loading Custom Door Handler") StageAPI.DoorToDirection = { [DoorSlot.DOWN0] = Direction.DOWN, [DoorSlot.DOWN1] = Direction.DOWN, [DoorSlot.LEFT0] = Direction.LEFT, [DoorSlot.LEFT1] = Direction.LEFT, [DoorSlot.RIGHT0] = Direction.RIGHT, [DoorSlot.RIGHT1] = Direction.RIGHT, [DoorSlot.UP0] = Direction.UP, [DoorSlot.UP1] = Direction.UP } StageAPI.DoorOffsetsByDirection = { [Direction.DOWN] = Vector(0, -23), [Direction.UP] = Vector(0, 23), [Direction.LEFT] = Vector(23, 0), [Direction.RIGHT] = Vector(-23, 0) } StageAPI.SecretDoorOffsetsByDirection = { [Direction.DOWN] = Vector(0, 0), [Direction.UP] = Vector(0, 0), [Direction.LEFT] = Vector(0, 0), [Direction.RIGHT] = Vector(0, 0) } function StageAPI.DirectionToDegrees(dir) return dir * 90 - 90 end StageAPI.CustomDoorGrid = StageAPI.CustomGrid("CustomDoor") StageAPI.DoorTypes = {} StageAPI.CustomDoor = StageAPI.Class("CustomDoor") function StageAPI.CustomDoor:Init(name, anm2, openAnim, closeAnim, openedAnim, closedAnim, noAutoHandling, alwaysOpen, exitFunction, directionOffsets, transitionAnim) self.NoAutoHandling = noAutoHandling self.AlwaysOpen = alwaysOpen self.Anm2 = anm2 or "gfx/grid/door_01_normaldoor.anm2" self.OpenAnim = openAnim or "Open" self.CloseAnim = closeAnim or "Close" self.OpenedAnim = openedAnim or "Opened" self.ClosedAnim = closedAnim or "Closed" self.ExitFunction = exitFunction self.DirectionOffsets = directionOffsets self.TransitionAnim = transitionAnim self.Name = name StageAPI.DoorTypes[name] = self end StageAPI.CustomStateDoor = StageAPI.Class("CustomStateDoor") function StageAPI.CustomStateDoor:Init(name, anm2, states, exitFunction, overlayAnm2, directionOffsets) self.Anm2 = anm2 or "gfx/grid/door_01_normaldoor.anm2" self.OverlayAnm2 = overlayAnm2 -- optional, uses a separate sprite rather than an overlay anim for overlay animations self.States = states self.ExitFunction = exitFunction self.IsCustomStateDoor = true self.DirectionOffsets = directionOffsets StageAPI.DoorTypes[name] = self end function StageAPI.CustomStateDoor:SetDoorAnim(sprite, anim, frame, overlayAnim, overlayFrame, overlaySprite) if anim then if frame then sprite:SetFrame(anim, frame) elseif not sprite:IsPlaying(anim) and not sprite:IsFinished(anim) then sprite:Play(anim, true) end end if overlayAnim then if overlayFrame then if overlaySprite then overlaySprite:SetFrame(overlayAnim, overlayFrame) else sprite:SetOverlayFrame(overlayAnim, overlayFrame) end elseif not overlaySprite and not sprite:IsOverlayPlaying(overlayAnim) and not sprite:IsOverlayFinished(overlayAnim) then sprite:PlayOverlay(overlayAnim, true) elseif overlaySprite and not overlaySprite:IsPlaying(overlayAnim) and not overlaySprite:IsFinished(overlayAnim) then overlaySprite:Play(overlayAnim, true) end end end function StageAPI.CustomStateDoor:UpdateDoorSprite(sprite, stateData, triggerAnim, triggerOverlayAnim, overlaySprite) if type(stateData) == "string" then stateData = self.States[stateData] end local anim, overlayAnim if not triggerAnim or not sprite:IsPlaying(triggerAnim) then anim = stateData.Anim end if not triggerOverlayAnim or not ((overlaySprite and overlaySprite:IsPlaying(triggerOverlayAnim)) or sprite:IsOverlayPlaying(triggerOverlayAnim)) then overlayAnim = stateData.OverlayAnim end self:SetDoorAnim(sprite, anim, stateData.Frame, overlayAnim, stateData.OverlayFrame, overlaySprite) local renderOverlay = overlaySprite and ((triggerOverlayAnim and overlaySprite:IsPlaying(triggerOverlayAnim)) or overlayAnim) return renderOverlay, not not anim, not not overlayAnim end function StageAPI.SpawnCustomDoor(slot, leadsTo, levelMapID, doorDataName, data, exitSlot, doorSprite, transitionAnim, exitPosition) if type(levelMapID) == "table" then levelMapID = levelMapID.Dimension end local persistData = { Slot = slot, ExitPosition = exitPosition, ExitSlot = exitSlot or (slot + 2) % 4, LeadsTo = leadsTo, LevelMapID = levelMapID, DoorDataName = doorDataName, Data = data, DoorSprite = doorSprite, TransitionAnim = transitionAnim } if exitPosition then persistData.ExitSlot = nil end local index = shared.Room:GetGridIndex(shared.Room:GetDoorSlotPosition(slot)) StageAPI.CustomDoorGrid:Spawn(index, nil, false, persistData) end function StageAPI.GetCustomDoors(doorDataName) local ret = {} local doors = StageAPI.GetCustomGrids(nil, "CustomDoor") for _, door in ipairs(doors) do if not doorDataName or door.PersistentData.DoorDataName == doorDataName then ret[#ret + 1] = door end end return ret end StageAPI.AddCallback("StageAPI", "POST_SPAWN_CUSTOM_GRID", 0, function(customGrid, force, respawning) local index = customGrid.GridIndex local persistData = customGrid.PersistentData local doorData if persistData.DoorDataName and StageAPI.DoorTypes[persistData.DoorDataName] then doorData = StageAPI.DoorTypes[persistData.DoorDataName] else doorData = StageAPI.BaseDoors.Default end local door = Isaac.Spawn(StageAPI.E.Door.T, StageAPI.E.Door.V, 0, shared.Room:GetGridPosition(index), Vector.Zero, nil) local data, sprite = door:GetData(), door:GetSprite() sprite:Load(doorData.Anm2, true) if persistData.DoorSprite then data.DoorSprite = persistData.DoorSprite end door.RenderZOffset = -10000 sprite.Rotation = persistData.Slot * 90 - 90 if doorData.DirectionOffsets then door.PositionOffset = doorData.DirectionOffsets[StageAPI.DoorToDirection[persistData.Slot]] else door.PositionOffset = StageAPI.DoorOffsetsByDirection[StageAPI.DoorToDirection[persistData.Slot]] end local opened if doorData.IsCustomStateDoor then if doorData.OverlayAnm2 then data.OverlaySprite = Sprite() data.OverlaySprite.Rotation = sprite.Rotation data.OverlaySprite.Offset = sprite.Offset data.OverlaySprite:Load(doorData.OverlayAnm2, true) end data.State = persistData.State if not data.State then data.State = "Default" if shared.Room:IsClear() then if doorData.States.DefaultCleared then data.State = "DefaultCleared" end else if doorData.States.DefaultUncleared then data.State = "DefaultUncleared" end end if type(doorData.States[data.State]) == "string" then data.State = doorData.States[data.State] end end local stateData = doorData.States[data.State] if not stateData.PlayAtStart then data.PreviousState = data.State doorData:UpdateDoorSprite(sprite, stateData, nil, nil, data.OverlaySprite) end if stateData.Passable then opened = true else opened = false end elseif not doorData.NoAutoHandling then if doorData.AlwaysOpen then sprite:Play(doorData.OpenedAnim, true) elseif doorData.AlwaysOpen == false then sprite:Play(doorData.ClosedAnim, true) else if shared.Room:IsClear() then sprite:Play(doorData.OpenedAnim, true) else sprite:Play(doorData.ClosedAnim, true) end end end opened = opened or (opened == nil and (sprite:IsPlaying(doorData.OpenedAnim) or sprite:IsFinished(doorData.OpenedAnim))) local grid = shared.Room:GetGridEntity(index) if not grid then StageAPI.LogErr("Custom door not find grid at", index, "slot",persistData.Slot) end if opened then grid.CollisionClass = GridCollisionClass.COLLISION_WALL_EXCEPT_PLAYER else grid.CollisionClass = GridCollisionClass.COLLISION_WALL end data.DoorGridData = persistData data.DoorData = doorData data.Opened = opened local callbacks = StageAPI.GetCallbacks("POST_SPAWN_CUSTOM_DOOR") for _, callback in ipairs(callbacks) do if not callback.Params[1] or callback.Params[1] == persistData.DoorDataName then callback.Function(door, data, sprite, doorData, customGrid, force, respawning) end end end, "CustomDoor") mod:AddCallback(ModCallbacks.MC_POST_EFFECT_RENDER, function(_, door) local data = door:GetData() if data.OverlaySprite and data.RenderOverlay then local rpos = Isaac.WorldToRenderPosition(door.Position) + shared.Room:GetRenderScrollOffset() data.OverlaySprite:Render(rpos, Vector.Zero, Vector.Zero) end end, StageAPI.E.Door.V) function StageAPI.SetDoorOpen(open, door) local grid = shared.Room:GetGridEntityFromPos(door.Position) if open then grid.CollisionClass = GridCollisionClass.COLLISION_WALL_EXCEPT_PLAYER else grid.CollisionClass = GridCollisionClass.COLLISION_WALL end end function StageAPI.IsRoomTopLeftShifted() local tlPos = shared.Room:GetTopLeftPos() local shape = shared.Room:GetRoomShape() local data = StageAPI.WallData[shape] if data then local trueTL = shared.Room:GetGridPosition(data.TopLeft) + Vector(20, 20) if trueTL.X ~= tlPos.X or trueTL.Y ~= tlPos.Y then return true end end return false end local framesWithoutDoorData = 0 local hadFrameWithoutDoorData = false mod:AddCallback(ModCallbacks.MC_POST_EFFECT_UPDATE, function(_, door) local data, sprite = door:GetData(), door:GetSprite() local doorData = data.DoorData if not doorData then framesWithoutDoorData = framesWithoutDoorData + 1 hadFrameWithoutDoorData = true return end if doorData.IsCustomStateDoor then local stateData = doorData.States[data.State] if data.State ~= data.PreviousState then if stateData.StartAnim and not data.SkipStartAnim then sprite:Play(stateData.StartAnim, true) data.TriggerAnim = stateData.StartAnim end if stateData.StartOverlayAnim and not data.SkipStartOverlayAnim then sprite:Play(stateData.StartOverlayAnim, true) data.TriggerOverlayAnim = stateData.StartOverlayAnim end data.SkipStartAnim = nil data.SkipStartOverlayAnim = nil if not stateData.ChangeAfterTriggerAnim then if stateData.Passable then StageAPI.SetDoorOpen(true, door) else StageAPI.SetDoorOpen(false, door) end end if stateData.StartFunction then stateData.StartFunction(door, data, sprite, doorData, data.DoorGridData) end if stateData.StartSound then if type(stateData.StartSound) == "table" then shared.Sfx:Play(stateData.StartSound[1], stateData.StartSound[2] or 1, stateData.StartSound[3] or 0, stateData.StartSound[4] or false, stateData.StartSound[5] or 1) else shared.Sfx:Play(stateData.StartSound, 1, 0, false, 1) end end data.PreviousState = data.State end if stateData.ChangeAfterTriggerAnim and data.TriggerAnim then if sprite:IsFinished(data.TriggerAnim) then if stateData.Passable then StageAPI.SetDoorOpen(true, door) else StageAPI.SetDoorOpen(false, door) end end end local renderOverlay, animTriggerFinish, overlayTriggerFinish = doorData:UpdateDoorSprite(sprite, stateData, data.TriggerAnim, data.TriggerOverlayAnim, data.OverlaySprite) data.RenderOverlay = renderOverlay if not stateData.NoMemory then if stateData.RememberAs then data.DoorGridData.State = stateData.RememberAs else data.DoorGridData.State = data.State end end if stateData.Triggers then local trigger if stateData.Triggers.Bomb then if not data.CountedExplosions then data.CountedExplosions = {} end for _, explosion in ipairs(Isaac.FindByType(EntityType.ENTITY_EFFECT, EffectVariant.BOMB_EXPLOSION, -1, false, false)) do local hash = GetPtrHash(explosion) local frame = explosion.FrameCount if (not data.CountedExplosions[hash] or frame < data.CountedExplosions[hash]) and explosion.Position:DistanceSquared(door.Position) < 144 * 144 then trigger = stateData.Triggers.Bomb end data.CountedExplosions[hash] = frame end end if stateData.Triggers.EnteredThrough and shared.Level.EnterDoor == data.DoorGridData.Slot then trigger = stateData.Triggers.EnteredThrough end if stateData.Triggers.Unclear and not shared.Room:IsClear() then trigger = stateData.Triggers.Unclear end if stateData.Triggers.Clear and shared.Room:IsClear() then trigger = stateData.Triggers.Clear end if (stateData.Triggers.Key or stateData.Triggers.Coin or stateData.Triggers.GoldKey) and shared.Room:IsClear() then local touched = {} for _, player in ipairs(shared.Players) do if player:CollidesWithGrid() and player.Position:DistanceSquared(door.Position) < 40 * 40 then touched[#touched + 1] = player end end for _, player in ipairs(touched) do if stateData.Triggers.GoldKey then if player:HasGoldenKey() then trigger = stateData.Triggers.GoldKey break end end if stateData.Triggers.Key then local keyCount = player:GetNumKeys() local hasGold = player:HasGoldenKey() and not stateData.Triggers.Key.NoGold if keyCount > 0 or hasGold then trigger = stateData.Triggers.Key if not hasGold then player:AddKeys(-1) end break end end if stateData.Triggers.Coin then local coinCount = player:GetNumCoins() if coinCount > 0 then trigger = stateData.Triggers.Coin player:AddCoins(-1) break end end end end if stateData.Triggers.OverlayEvent then if data.OverlaySprite:IsEventTriggered(stateData.Triggers.OverlayEvent.Event) then trigger = stateData.Triggers.OverlayEvent end end if stateData.Triggers.FinishOverlayTrigger and overlayTriggerFinish then trigger = stateData.Triggers.FinishOverlayTrigger end if stateData.Triggers.FinishAnimTrigger and animTriggerFinish then trigger = stateData.Triggers.FinishAnimTrigger end if stateData.Triggers.Function then local active = stateData.Triggers.Function(door, data, sprite, doorData, data.DoorGridData) if active then trigger = active end end if trigger then if type(trigger) == "table" then if trigger.State then data.State = trigger.State end if trigger.Anim or trigger.OverlayAnim then doorData:SetDoorAnim(sprite, trigger.Anim, nil, trigger.OverlayAnim, nil, data.OverlaySprite) end if trigger.Anim then data.TriggerAnim = trigger.Anim data.SkipStartAnim = true end if trigger.OverlayAnim then data.TriggerOverlayAnim = trigger.OverlayAnim data.SkipStartOverlayAnim = true end if trigger.Jingle then local currentMusic = shared.Music:GetCurrentMusicID() shared.Music:Play(trigger.Jingle, 1) shared.Music:UpdateVolume() shared.Music:Queue(currentMusic) end if trigger.Particle then trigger.Particles = {trigger.Particle} end if trigger.Particles then for _, particle in ipairs(trigger.Particles) do local count, vel = particle.Count or 5, particle.Velocity or 5 if type(count) == "table" then count = StageAPI.Random(count[1], count[2]) end if type(vel) == "table" then vel = StageAPI.Random(vel[1], vel[2]) end for i = 1,count do local direction = Vector.FromAngle(sprite.Rotation + StageAPI.Random(-90, 90)) if not shared.Room:IsPositionInRoom(door.Position + direction * 40, 0) then direction = -direction end local part = Isaac.Spawn(particle.Type or 1000, particle.Variant or EffectVariant.ROCK_PARTICLE, particle.SubType or 0, door.Position, direction * vel, nil) if particle.LifeSpan then local lifespan = particle.LifeSpan if type(lifespan) == "table" then lifespan = StageAPI.Random(lifespan[1], lifespan[2]) end part:ToEffect().LifeSpan = lifespan end if particle.Timeout then local timeout = particle.Timeout if type(timeout) == "table" then timeout = StageAPI.Random(timeout[1], timeout[2]) end part:ToEffect().Timeout = timeout end if particle.Rotation then local rotation = particle.Rotation if type(rotation) == "table" then rotation = StageAPI.Random(rotation[1], rotation[2]) end part:ToEffect().Rotation = rotation end end end end else data.State = trigger end end end if data.OverlaySprite then data.OverlaySprite:Update() end elseif not doorData.NoAutoHandling and doorData.AlwaysOpen == nil then if sprite:IsFinished(doorData.OpenAnim) then StageAPI.SetDoorOpen(true, door) sprite:Play(doorData.OpenedAnim, true) elseif sprite:IsFinished(doorData.CloseAnim) then StageAPI.SetDoorOpen(false, door) sprite:Play(doorData.ClosedAnim, true) end if shared.Room:IsClear() and not data.Opened then data.Opened = true sprite:Play(doorData.OpenAnim, true) elseif not shared.Room:IsClear() and data.Opened then data.Opened = false sprite:Play(doorData.CloseAnim, true) end end local transitionStarted for _, player in ipairs(shared.Players) do local size = 32 + player.Size if not shared.Room:IsPositionInRoom(player.Position, -16) and player.Position:DistanceSquared(door.Position) < size * size then if doorData.ExitFunction then doorData.ExitFunction(door, data, sprite, doorData, data.DoorGridData) end local leadsTo = data.DoorGridData.LeadsTo local transitionAnim = data.DoorGridData.TransitionAnim or doorData.TransitionAnim or RoomTransitionAnim.WALK if leadsTo then transitionStarted = true StageAPI.ExtraRoomTransition(leadsTo, StageAPI.DoorSlotToDirection[data.DoorGridData.Slot], transitionAnim, data.DoorGridData.LevelMapID, data.DoorGridData.Slot, data.DoorGridData.ExitSlot, data.DoorGridData.ExitPosition) end end end if transitionStarted then for _, player in ipairs(shared.Players) do player.Velocity = Vector.Zero end end local callbacks = StageAPI.GetCallbacks("POST_CUSTOM_DOOR_UPDATE") for _, callback in ipairs(callbacks) do if not callback.Params[1] or callback.Params[1] == data.DoorGridData.DoorDataName then callback.Function(door, data, sprite, doorData, data.DoorGridData) end end end, StageAPI.E.Door.V) mod:AddCallback(ModCallbacks.MC_POST_UPDATE, function() if hadFrameWithoutDoorData then hadFrameWithoutDoorData = false elseif framesWithoutDoorData > 0 then StageAPI.LogErr("Had no door data for " .. tostring(framesWithoutDoorData) .. " frames") framesWithoutDoorData = 0 end end)
--[[ ui编辑器多国语选择界面 ]] Panel = g_panel_mgr.new_panel_class('editor/dialog/select_multi_lang_panel') -- overwrite function Panel:init_panel(btn, content, callback) self:add_key_event_callback('KEY_ESCAPE', function() self:close_panel() end) self._layer.OnClick = function() self:close_panel() end local pos = btn:convertToWorldSpace(ccp(0, 0)) self.bg:setPosition(pos) self.edit:SetText(is_number(content) and tostring(content) or '0') self.btnOK.OnClick = function() local num = tonumber(self.edit:getText()) if num then self:close_panel() callback(math.round_number(num)) else message('请输入合法的多国ID') end end end
--[[ @author Sebastian "CrosRoad95" Jura <sebajura1234@gmail.com> @copyright 2011-2021 Sebastian Jura <sebajura1234@gmail.com> @license MIT ]]-- local b=createElement("text") setElementData(b,"name","PRACA: Drwal\nZAROBEK:\nGRACZ 250PLN | PREMIUM 350PLN\nOPIS: Zbieranie drzew") setElementPosition(b,300.12, 1141.27, 9.14) createBlip(300.12, 1141.27, 9.14, 46,2,0,0,0,0,0,275) local zone = createColCuboid(310.7600402832, 1144.9151611328, 7.1291146278381, 9, 11.7, 7.4) local m1 = createMarker(300.12, 1141.27, 9.14-1, "cylinder", 1.5, 35, 142, 150) vehs = {} function removePreviousVehicles(plr) for i,v in ipairs(getElementsByType("vehicle", resourceRoot)) do local sby = getElementData(v, "zrespilGracz") if sby and sby == plr and getPedOccupiedVehicle(plr) ~= v then destroyElement(v) end end end addEventHandler("onMarkerHit", m1, function(el, md) if getElementData(el, "zrespilGracz") then --outputChatBox("Praca w trakcie przygotowania.", el) return end if not md or getElementType(el) ~= "player" or getPedOccupiedVehicle(el) then return end if #getElementsWithinColShape(zone,"vehicle") >= 1 then outputChatBox("* Miejsce respu zajęte, poczekaj aż ktoś wyjedzie.",el) return end local x,y,z = getElementPosition(el) local bus = createVehicle(543, 314.92, 1151.88, 8.37+0.8, 0.81, -0.00, 85.51) setElementData(bus,"vehicle:desc","Praca Drwala\n! Proszę zachować ostrożność !") setElementData(bus, "zrespilGracz", el) setElementData(bus, "vehicle:fuel", 100) setElementData(bus, "vehicle:mileage", math.random(9018,31892)) setElementData(bus, "blokada:reczny_drwal", true) --setVehiclePlateText(bus, " PRACA" ) setVehicleColor(bus, 0, 100, 0 ) setVehicleHandling(bus,"maxVelocity", 100.00) -- 40 + 10 = 50km/h warpPedIntoVehicle(el, bus) removePreviousVehicles(el) triggerClientEvent(el, "STARTJobBus", resourceRoot, bus) --setVehicleHandling(bus,"maxVelocity", 100.00) -- 40 + 10 = 50km/h vehs[el] = bus end) addEvent("STOPJobBus", true) addEventHandler("STOPJobBus", resourceRoot, function() local pojazd = getPedOccupiedVehicle(localPlayer) if pojazd then destroyElement(pojazd) end end) addEvent("destroyVeh", true) addEventHandler("destroyVeh", getRootElement(), function() if vehs[source] then if isElement(vehs[source]) then destroyElement(vehs[source]) end end end) addEvent("onPlayerQuit", true) addEventHandler ( "onPlayerQuit", getRootElement(), function() if vehs[source] then if isElement(vehs[source]) then destroyElement(vehs[source]) end end end)
-- Copyright 2006-2019 Robert Gieseke. See License.txt. -- Sass CSS preprocessor LPeg lexer. -- http://sass-lang.com local lexer = require('lexer') local token = lexer.token local P, S = lpeg.P, lpeg.S local lex = lexer.new('sass', {inherit = lexer.load('css')}) -- Line comments. lex:add_rule('line_comment', token(lexer.COMMENT, '//' * lexer.nonnewline^0)) -- Variables. lex:add_rule('variable', token(lexer.VARIABLE, '$' * (lexer.alnum + S('_-'))^1)) -- Mixins. lex:add_rule('mixin', token('mixin', P('@') * lexer.word)) lex:add_style('mixin', lexer.STYLE_FUNCTION) -- Fold points. lex:add_fold_point(lexer.COMMENT, '//', lexer.fold_line_comments('//')) return lex
kdrugs.config = { -- darkrp config -- Lab = { Maximum = 5, // max amount of drug labs a single player can buy Price = 1500, // price of each drug lab Allowed = { // jobs that can buy the drug lab TEAM_GANG, TEAM_MOB } }, Ingredients = { Maximum = 15, // max amount of each ingredient a player can buy Price = 50, // price of each ingredient Allowed = { // jobs that can buy the ingredients TEAM_GANG } } }
-- Copyright 2021 gsdenys. All Rights Reserved. -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http:--www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. --- perform log using print method function stdout(level_, log_str) msg =string.format('[%s] %s %s', level_.name, os.date("%Y-%m-%d %H:%M:%S"), log_str) print(msg) end --- perform log using nginx log method function nginx(level_, log_str) _G.ngx.log(level_.value, log_str) end -- return performers return { ['stdout'] = stdout, ['nginx'] = nginx }
--[[ The number 12.7 is equal to the fraction 127/10, where the denominator is a power of ten. Can you express it as a common fraction where the denominator is a power of two? What about the number 5.5? "]]-- print("12.7 cannot be expressed as a fraction where the denominator is a power of two") print("5.5 can be expressed as 101.1 in base 2. That is 11/2.")
hs.loadSpoon("SpoonInstall") -- Vim Config {{{ local VimMode = hs.loadSpoon("VimMode") local vim = VimMode:new() -- Configure apps you do *not* want Vim mode enabled in -- For example, you don't want this plugin overriding your control of Terminal -- vim vim :disableForApp('Code') :disableForApp('PyCharm') :disableForApp('WebStorm') :disableForApp('zoom.us') :disableForApp('iTerm') :disableForApp('iTerm2') :disableForApp('Terminal') -- If you want the screen to dim (a la Flux) when you enter normal mode -- flip this to true. vim:shouldDimScreenInNormalMode(false) -- If you want to show an on-screen alert when you enter normal mode, set -- this to true vim:shouldShowAlertInNormalMode(true) -- You can configure your on-screen alert font vim:setAlertFont("Courier New") -- Enter normal mode by typing a key sequence vim:enterWithSequence('jk') -- if you want to bind a single key to entering vim, remove the -- :enterWithSequence('jk') line above and uncomment the bindHotKeys line -- below: -- -- To customize the hot key you want, see the mods and key parameters at: -- https://www.hammerspoon.org/docs/hs.hotkey.html#bind -- -- vim:bindHotKeys({ enter = { {'ctrl'}, ';' } }) -- }}} -- Window Management {{{ -- Based on https://github.com/ztomer/.hammerspoon/blob/master/init.lua -- init grid hs.grid.MARGINX = 0 hs.grid.MARGINY = 0 hs.grid.GRIDWIDTH = 7 hs.grid.GRIDHEIGHT = 3 -- disable animation hs.window.animationDuration = 0 -- hotkey mash local mash = {"cmd"} local mash_secondary = {"cmd", "ctrl"} -- snap all newly launched windows local function auto_tile(appName, event) if event == hs.application.watcher.launched then local app = hs.appfinder.appFromName(appName) -- protect against unexpected restarting windows if app == nil then return end hs.fnutils.map(app:allWindows(), hs.grid.snap) end end -- Moves all windows outside the view into the curent view local function rescue_windows() local screen = hs.screen.mainScreen() local screenFrame = screen:fullFrame() local wins = hs.window.visibleWindows() for i,win in ipairs(wins) do local frame = win:frame() if not frame:inside(screenFrame) then win:moveToScreen(screen, true, true) end end end local function init_wm_binding() -- global operations hs.hotkey.bind(mash_secondary, ';', function() hs.grid.snap(hs.window.focusedWindow()) end) hs.hotkey.bind(mash_secondary, "'", function() hs.fnutils.map(hs.window.visibleWindows(), hs.grid.snap) end) -- adjust grid size hs.hotkey.bind(mash_secondary, '=', function() hs.grid.adjustWidth( 1) end) hs.hotkey.bind(mash_secondary, '-', function() hs.grid.adjustWidth(-1) end) hs.hotkey.bind(mash_secondary, ']', function() hs.grid.adjustHeight( 1) end) hs.hotkey.bind(mash_secondary, '[', function() hs.grid.adjustHeight(-1) end) -- change focus hs.hotkey.bind(mash, 'H', function() hs.window.focusedWindow():focusWindowWest() end) hs.hotkey.bind(mash, 'L', function() hs.window.focusedWindow():focusWindowEast() end) hs.hotkey.bind(mash, 'K', function() hs.window.focusedWindow():focusWindowNorth() end) hs.hotkey.bind(mash, 'J', function() hs.window.focusedWindow():focusWindowSouth() end) hs.hotkey.bind(mash_secondary, 'M', hs.grid.maximizeWindow) -- multi monitor hs.hotkey.bind(mash_secondary, 'N', hs.grid.pushWindowNextScreen) hs.hotkey.bind(mash_secondary, 'P', hs.grid.pushWindowPrevScreen) -- move windows hs.hotkey.bind(mash_secondary, 'H', hs.grid.pushWindowLeft) hs.hotkey.bind(mash_secondary, 'J', hs.grid.pushWindowDown) hs.hotkey.bind(mash_secondary, 'K', hs.grid.pushWindowUp) hs.hotkey.bind(mash_secondary, 'L', hs.grid.pushWindowRight) hs.hotkey.bind(mash_secondary, 'R', function() rescue_windows() end) -- resize windows hs.hotkey.bind(mash_secondary, 'Y', hs.grid.resizeWindowThinner) hs.hotkey.bind(mash_secondary, 'U', hs.grid.resizeWindowTaller) hs.hotkey.bind(mash_secondary, 'I', hs.grid.resizeWindowShorter) hs.hotkey.bind(mash_secondary, 'O', hs.grid.resizeWindowWider) -- Window Hints -- hs.hotkey.bind(mash_secondary, '.', function() hs.hints.windowHints(hs.window.allWindows()) end) hs.hotkey.bind(mash, '.', hs.hints.windowHints) end init_wm_binding() -- hs.application.watcher.new(auto_tile):start() -- }}} -- Config Reloading {{{ function reloadConfig(files) doReload = false for _,file in pairs(files) do if file:sub(-4) == ".lua" then doReload = true end end if doReload then hs.reload() end end myWatcher = hs.pathwatcher.new(os.getenv("HOME") .. "/.hammerspoon/", reloadConfig):start() hs.notify.new({title="Hammerspoon", informativeText="Config loaded"}):send() -- }}}