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--[[Returns function(entries) -> entries (modified) Entries has .Credits added to it - the list of {.Key .Desc} in the order they should appear Key is how to index an entry to find it; Desc is for the player Each entry in 'entries' is validated and modified to have: .Title:string .Date:string (ex "5 Feb 2021") .LayoutOrder:number .Image:string/nil .ImageSizeY:number/nil (nil only if Image is nil), limited to a maximum [creditsKey] = listOfDisplayName/nil A person's display name is calculated via GetNameFromUserIdAsync, falling back on the one provided Supported entry input format: .Title:string .Date:string .Image:string .ImageSize:Vector2/nil - can be any size; will be scaled down .ThumbnailAssetId:number -- alternative to Image and ImageSize, this loads the thumbnail for the given asset id [creditsKey] = person/listOfPeople where each person is {userName[, userId]} Also, synonyms and lower-case are handled. ]] local imageSizeX = 200 local defaultImageSizeY = 200 local maxImageSizeY = 200 local Players = game:GetService("Players") local handlePerson, waitForPeopleReady do local processing = 0 local queued = {} -- note: treated like a stack since order doesn't matter local lookupDone = Instance.new("BindableEvent") local lookupDoneEvent = lookupDone.Event waitForPeopleReady = function() while processing > 0 or #queued > 0 do lookupDoneEvent:Wait() end end local function run(person) processing += 1 coroutine.wrap(function() local success, value = pcall(function() return Players:GetNameFromUserIdAsync(person[2]) end) person.display = success and value or person[1] processing -= 1 lookupDone:Fire() end)() end lookupDoneEvent:Connect(function() local n = #queued if n > 0 then local person = queued[n] queued[n] = nil run(person) end end) local function queue(person) if processing < 20 then run(person) else queued[#queued + 1] = person end end handlePerson = function(person, entryTitle, entryKey) if person.handled then return end person.handled = true if type(person[1]) == "string" then if type(person[2]) == "number" then queue(person) elseif person[2] then warn(string.format("Contributions Issue: Person in entry '%s.%s' should have a user id second, not", entryTitle, entryKey), tostring(person[2])) else person.display = person[1] end else warn(string.format("Contributions Issue: Person in entry '%s.%s' should start with a string name, not", entryTitle, entryKey), tostring(person[1])) person.display = "{error}" end end end local synonyms = { building = "Builders", builder = "Builders", scripting = "Scripters", scripter = "Scripters", special = "SpecialThanks", desc = "Description", assetid = "ThumbnailAssetId", } local knownFields = { Title = "string", Date = "string", Description = "string", Image = "string", ImageSize = "Vector2", ThumbnailAssetId = "number", Builders = "table", Scripters = "table", UI = "table", GFX = "table", SpecialThanks = "table", } local credits = { -- In the order they should appear {Key = "Builders", Desc = "Building"}, {Key = "GFX", Desc = "GFX"}, {Key = "UI", Desc = "UI"}, {Key = "Scripters", Desc = "Scripting"}, {Key = "SpecialThanks", Desc = "Special Thanks"}, } for k, v in pairs(knownFields) do synonyms[k:lower()] = k end local function getLayoutOrder(year, month, day, entryTitle) return -(((year or 2021) - 2021) * 1000000 + (month or 0) * 10000 + (day or 0) * 100) - (100 - (entryTitle and math.clamp(string.byte(entryTitle:sub(1, 1):lower()) - 96, 0, 99) or 0)) end local monthNames = {"Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec"} local function handleDate(v, entryTitle) -- returns display date, layout order local mm, day, year = v:match("(%d%d?)/(%d%d?)/(%d%d%d%d)") if not mm then mm, year = v:match("(%d%d?)/(%d%d%d%d)") if not mm then year = v:match("(%d%d%d%d)") if not year then warn(string.format("Contributions Issue: Malformed date in entry '%s'; got", entryTitle), v) return v, getLayoutOrder(nil, nil, nil, entryTitle) end end end local month if year then year = tonumber(year) if mm then mm = tonumber(mm) if day then day = tonumber(day) end if mm > 12 then if day and day <= 12 then mm, day = day, mm warn(string.format("Contributions Issue: Date has month & day reversed in entry '%s'; got", entryTitle), v) else warn(string.format("Contributions Issue: Date has invalid month in entry '%s'; got", entryTitle), v) end else month = monthNames[mm] end end end local date if year then if month then if day then date = string.format("%d %s %d", day, month, year) else date = string.format("%s %d", month, year) end else date = tostring(year) end else date = v end return date, getLayoutOrder(year, mm, day, entryTitle) end local function handleFields(entry, i) -- Handles synonyms, empty tables, and unknown fields local newEntry = {} if not entry.Title then warn("Contributions Issue: entry #" .. i .. " is missing .Title!") entry.Title = "#" .. i end for k, v in pairs(entry) do local t = typeof(v) if t == "table" then if #v == 0 then -- Don't save empty tables continue else if type(v[1]) ~= "table" then v = {v} end for i, person in ipairs(v) do handlePerson(person, entry.Title, k) end end elseif v == "" then -- Don't save empty strings continue end local newKey if knownFields[k] then newKey = k else local lower = k:lower() newKey = synonyms[lower] if not newKey then warn(string.format("Contributions Issue: Unknown field '%s' in entry '%s'", k, entry.Title or "(No title!)")) end end if newKey then if t == knownFields[newKey] then if newKey == "Image" and not v:find("asset", 1, true) then warn(string.format("Contributions Issue: Image field in entry '%s' is expected to be in asset format, got", entry.Title or "(No title!)"), v) elseif newKey == "Date" then newEntry.Date, newEntry.LayoutOrder = handleDate(v, entry.Title) elseif newKey == "ThumbnailAssetId" then if entry.Image or entry.ImageSize then warn(string.format("Contributions Issue: ThumbnailAssetId should not co-exist with Image nor ImageSize fields (in entry '%s')", entry.Title or "(No title!)")) end newEntry.Image = "rbxthumb://type=Asset&w=420&h=420&id=" .. entry.ThumbnailAssetId elseif not ((newKey == "Image" or newKey == "ImageSize") and entry.ThumbnailAssetId) then -- ignore Image/ImageSize when ThumbnailAssetId is provided (a warning is given when ThumbnailAssetId is encountered) newEntry[newKey] = v end else warn(string.format("Contributions Issue: Field '%s' in entry '%s' is expected to be of type %s, got", k, entry.Title or "(No title!)", knownFields[newKey]), tostring(v)) end end end if not entry.Date then warn("Contributions Issue: entry '" .. entry.Title .. "' is missing .Date!") entry.Date = "" entry.LayoutOrder = getLayoutOrder(nil, nil, nil, entry.Title) end if newEntry.ImageSize then if newEntry.Image then local size = newEntry.ImageSize newEntry.ImageSizeY = math.min(maxImageSizeY, size.X / imageSizeX * size.Y) end newEntry.ImageSize = nil elseif newEntry.Image then newEntry.ImageSizeY = defaultImageSizeY end return newEntry end local function handlePeople(entry) for field, t in pairs(knownFields) do local v = entry[field] if t ~= "table" or not v then continue end local new = {} for i, person in ipairs(v) do new[i] = person.display end entry[field] = new end end return function(entries) -- See documentation at top for i, entry in ipairs(entries) do entries[i] = handleFields(entry, i) end waitForPeopleReady() for i, entry in ipairs(entries) do handlePeople(entry) end entries.Credits = credits return entries end
-- my bindings for keyboard layouts -- see windows.lua return { modifiers = {'alt'}, showHelp = true, trigger = 'space', mappings = { { {}, 'f', 'maximize' }, { {}, 's', 'centerWithFullHeight' }, { {}, 'a', 'left' }, { {}, 'x', 'down' }, { {}, 'w', 'up' }, { {}, 'd', 'right' }, { {}, 'q', 'upLeft' }, { {}, 'e', 'upRight' }, { {}, 'z', 'downLeft' }, { {}, 'c', 'downRight' }, { {}, 'escape', 'exit'} -- { {'shift'}, 'a', 'left40' }, -- { {'shift'}, 'd', 'right60' }, -- { {}, 'n', 'nextScreen' }, -- { {}, 'right', 'moveOneScreenEast' }, -- { {}, 'left', 'moveOneScreenWest' }, } }
package.path = table.concat({ 'libs/?.lua', 'libs/?/init.lua', '', }, ';') .. package.path package.cpath = table.concat({ 'libs/?.so', '', }, ';') .. package.cpath local util = require 'util' local irc = require 'irc' local utf8 = util.utf8 local busted = require'busted' local cqueues = require'cqueues' local new_headers = require "http.headers".new local queue = cqueues.new() local describe = busted.describe local it = busted.it describe("test IRC lib", function() describe("parse 352 message", function() it("should parse 352 message with IPv6 host", function() local line = ':server.server.com 352 botnick #channel user 2a00:dd52:211g::2 server.server.com nick H :0 Realname' local command, argument, source, destination = irc.parse(line) assert.are_equal('352', command) assert.are_equal('server.server.com', source) assert.are_equal('#channel', destination) assert.are_same({ mode = 'H', hopcount = ':0', server = 'server.server.com', nick = 'nick', realname = 'Realname', user = 'user', sourcenick = 'botnick', host = '2a00:dd52:211g::2', }, argument) end) end) describe("split irc message", function() local hostmask = 'irc@irc.example.com' local destination = '#channel' it("should keep short messages intact", function() local out = 'foobar' local message, extra = irc.split(hostmask, destination, out) assert.are_equal(out, message) assert.are_equal(extra, nil) end) it("should split long messages into two", function() local out = string.rep('A', 4096) local message, extra = irc.split(hostmask, destination, out) local less = #message < 512 assert.is_true(less) end) it("should handle mb3 mb4 utf8", function() local out = "๐”ž๐”Ÿ๐” ๐”ก๐”ข๐”ฃ๐”ค๐”ฅ๐”ฆ๐”ง๐”จ๐”ฉ๐”ช๐”ซ๐”ฌ๐”ญ๐”ฎ๐”ฏ๐”ฐ๐”ฑ๐”ฒ๐”ณ๐”ต๐”ถ๐”ท๐”„๐”…โ„ญ๐”‡๐”ˆ๐”‰๐”Šโ„Œโ„‘๐”๐”Ž๐”๐”๐”‘๐”’๐”“๐””โ„œ๐”–๐”—๐”˜๐”™๐”›๐”œโ„จ ๐”ž๐”Ÿ๐” ๐”ก๐”ข๐”ฃ๐”ค๐”ฅ๐”ฆ๐”ง๐”จ๐”ฉ๐”ช๐”ซ๐”ฌ๐”ญ๐”ฎ๐”ฏ๐”ฐ๐”ฑ๐”ฒ๐”ณ๐”ต๐”ถ๐”ท๐”„๐”…โ„ญ๐”‡๐”ˆ๐”‰๐”Šโ„Œโ„‘๐”๐”Ž๐”๐”๐”‘๐”’๐”“๐””โ„œ๐”–๐”—๐”˜๐”™๐”›๐”œโ„จ ๐”ž๐”Ÿ๐” ๐”ก๐”ข๐”ฃ๐”ค๐”ฅ๐”ฆ๐”ง๐”จ๐”ฉ๐”ช๐”ซ๐”ฌ๐”ญ๐”ฎ๐”ฏ๐”ฐ๐”ฑ๐”ฒ๐”ณ๐”ต๐”ถ๐”ท๐”„๐”…โ„ญ๐”‡๐”ˆ๐”‰๐”Šโ„Œโ„‘๐”๐”Ž๐”๐”๐”‘๐”’๐”“๐””โ„œ๐”–๐”—๐”˜๐”™๐”›๐”œโ„จ " local message, extra = irc.split(hostmask, destination, out) local less = #message < 512 assert.is_true(less) end) it("should not lose any bytes", function() local out = string.rep('A', 4096) local message, extra = irc.split(hostmask, destination, out, '') local therest = #out - #message assert.are_equal(#extra, therest) end) it("should not die on empty", function() local message, extra = irc.split(hostmask, destination, nil, '') assert.are_equal(nil, message) assert.are_equal(nil, extra) local message, extra = irc.split(hostmask, destination, '', '') assert.are_equal('', message) assert.are_equal(nil, extra) end) it("should parse ACTION with stripping the 01 at the end", function() local line = ':server.server.com 352 botnick #channel user 2a00:dd52:211g::2 server.server.com nick H :0 Realname' local line = ":tx!tx@127.0.0.1 PRIVMSG #testchan :\001ACTION testing\001" local command, argument, source, destination = irc.parse(line) assert.are_equal('PRIVMSG', command) assert.are_equal('#testchan', destination) assert.are_equal('\001ACTION testing\001', argument) end) end) describe("format irc messages", function() it("should format ACTION ", function() assert.are_equal('\001ACTION testing\001', irc.formatCtcp('testing', 'ACTION')) end) end) end) describe("test util lib", function() describe("utf8 string tests", function() it("should work with multibye utf8 chars", function() local line = {'F','o','o',' ','รฆ','รธ','ร…','๐Ÿ˜€'} local uline = {} for c in util.utf8.chars(table.concat(line)) do table.insert(uline, c) end assert.are_same(line, uline) assert.are_equal(#line, utf8.len(table.concat(line))) local reversed = {} for i=#line,1,-1 do table.insert(reversed, line[i]) end assert.are_same(table.concat(reversed), utf8.reverse(table.concat(line))) assert.are_equal('foo รฆรธรฅ๐Ÿ˜€', utf8.lower(table.concat(line))) assert.are_equal(utf8.char(97), 'a') assert.are_equal(utf8.char(0x1f600), '๐Ÿ˜€') end) end) end) describe("test webserver", function() describe("webserver tests", function() it("should listen", function() local webserver = assert(loadfile('core/webserver.lua'))(ivar2) local server = webserver.start('::', '9999') queue:wrap(function() server:listen() local cqueue = cqueues.running() server:run(webserver.on_stream, cqueue) end) webserver.regUrl('/test', function(self, req, res) assert.are_equal(req.url, '/test') res:append(":status", "200") req:write_headers(res, false) req:write_body_from_string('Hello world!') end) webserver.regUrl('/simplereturn', function(self, req, res) return 'OK' end) queue:wrap(function() util.simplehttp('http://127.0.0.1:9999/asdf', function(data) assert.are_equal(data, 'Nyet. I am four oh four') end) end) queue:wrap(function() util.simplehttp('http://[::1]:9999/test', function(data) assert.are_equal(data, 'Hello world!') end) local data = util.simplehttp('http://[::1]:9999/simplereturn') assert.are_equal(data, 'OK') end) queue:wrap(function() util.simplehttp({ url='http://127.0.0.1:9999/test', --headers={Connection='close'} }, function(data) assert.are_equal(data, 'Hello world!') end) end) queue:wrap(function() util.simplehttp({ url='http://xt.gg/test.txt', }, function(data) assert.are_equal(data, 'Hello world!\n') end) end) for i=1,10 do queue:wrap(function() local data = util.simplehttp('http://[2a02:cc41:100f::10]/test.txt') assert.are_equal(data, 'Hello world!\n') end) end assert_loop(queue, TEST_TIMEOUT) end) end) end)
return function(puzzle) end
require("luasnip").config.set_config { history = true, updateevents = "TextChanged,TextChangedI", } require("luasnip.loaders.from_vscode").load() -- from https://github.com/L3MON4D3/LuaSnip/wiki/Misc#choicenode-popup local current_nsid = vim.api.nvim_create_namespace "LuaSnipChoiceListSelections" local current_win = nil local function window_for_choiceNode(choiceNode) local buf = vim.api.nvim_create_buf(false, true) local buf_text = {} local row_selection = 0 local row_offset = 0 local text for _, node in ipairs(choiceNode.choices) do text = node:get_docstring() -- find one that is currently showing if node == choiceNode.active_choice then -- current line is starter from buffer list which is length usually row_selection = #buf_text -- finding how many lines total within a choice selection row_offset = #text end vim.list_extend(buf_text, text) end vim.api.nvim_buf_set_text(buf, 0, 0, 0, 0, buf_text) local w, h = vim.lsp.util._make_floating_popup_size(buf_text) -- adding highlight so we can see which one is been selected. local extmark = vim.api.nvim_buf_set_extmark( buf, current_nsid, row_selection, 0, { hl_group = "incsearch", end_line = row_selection + row_offset } ) -- shows window at a beginning of choiceNode. local win = vim.api.nvim_open_win(buf, false, { relative = "win", width = w, height = h, bufpos = choiceNode.mark:pos_begin_end(), style = "minimal", border = "rounded", }) -- return with 3 main important so we can use them again return { win_id = win, extmark = extmark, buf = buf } end _G.choice_popup = function(choiceNode) -- build stack for nested choiceNodes. if current_win then vim.api.nvim_win_close(current_win.win_id, true) vim.api.nvim_buf_del_extmark(current_win.buf, current_nsid, current_win.extmark) end local create_win = window_for_choiceNode(choiceNode) current_win = { win_id = create_win.win_id, prev = current_win, node = choiceNode, extmark = create_win.extmark, buf = create_win.buf, } end _G.update_choice_popup = function(choiceNode) vim.api.nvim_win_close(current_win.win_id, true) vim.api.nvim_buf_del_extmark(current_win.buf, current_nsid, current_win.extmark) local create_win = window_for_choiceNode(choiceNode) current_win.win_id = create_win.win_id current_win.extmark = create_win.extmark current_win.buf = create_win.buf end _G.choice_popup_close = function() vim.api.nvim_win_close(current_win.win_id, true) vim.api.nvim_buf_del_extmark(current_win.buf, current_nsid, current_win.extmark) -- now we are checking if we still have previous choice we were in after exit nested choice current_win = current_win.prev if current_win then -- reopen window further down in the stack. local create_win = window_for_choiceNode(current_win.node) current_win.win_id = create_win.win_id current_win.extmark = create_win.extmark current_win.buf = create_win.buf end end vim.cmd [[ augroup choice_popup au! au User LuasnipChoiceNodeEnter lua v:lua.choice_popup(require("luasnip").session.event_node) au User LuasnipChoiceNodeLeave lua v:lua.choice_popup_close() au User LuasnipChangeChoice lua v:lua.update_choice_popup(require("luasnip").session.event_node) augroup END ]]
--[[ ______ _ _ | ___ \ | | | | | | _ | | ____| |_ _ ____ _ | | ___ | || || |/ _ | | | | / _ |/ || |/ _ \ | || || ( ( | | |\ V ( ( | ( (_| | |_| | |_||_||_|\_||_|_| \_/ \_||_|\____|\___/ malvado - A game programming library with "DIV Game Studio"-style processes for Lua/Love2D. Copyright (C) 2017-present Jeremies Pรฉrez Morata This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. --]] function set_title(title) love.window.setTitle(title) end
local Clock = Class(function(self, inst) self.daysegs = TUNING.DAY_SEGS_DEFAULT self.nightsegs = TUNING.NIGHT_SEGS_DEFAULT self.dusksegs = TUNING.DUSK_SEGS_DEFAULT self.inst = inst self.task = nil self.numcycles = 0 self.lmax = 1 self.dayColour = Point(255/255, 230/255, 158/255) self.duskColour = Point(100/255, 100/255, 100/255) self.nightColour = Point(0/255, 0/255, 0/255) self.caveColour = Point(0,0,0) self.currentColour = self.dayColour self.lerpToColour = self.dayColour self.lerpFromColour = self.dayColour if GetWorld():IsCave() then self.currentColour = self.caveColour self.lerpToColour = self.caveColour self.lerpFromColour = self.caveColour end self.lerptimeleft = 0 self.totallerptime = 0 self.override_timeLeftInEra = nil self.inst:StartUpdatingComponent(self) self.previous_phase = "night" self:StartDay() end) function Clock:GetTimeLeftInEra() return self.timeLeftInEra end function Clock:GetDebugString() return string.format("%d %s: %2.2f ", self.numcycles+1, self.phase, self:GetTimeLeftInEra()) end function Clock:OnSave() return { numcycles = self.numcycles, phase = self.phase, normeratime = self:GetNormEraTime() } end function Clock:OnLoad(data) self.numcycles = data.numcycles or 0 if data.phase == "night" then self:StartNight(true) elseif data.phase == "dusk" then self:StartDusk(true) else self:StartDay(true) end local normeratime = data.normeratime or 0 self:SetNormEraTime(normeratime) end function Clock:Reset() self.numcycles = 0 self:StartDay() end local moonphases = { "new", "quarter", "half", "threequarter", "full", } function Clock:GetMoonPhase() local phaselength = 2 local n = #moonphases-1 local idx = math.floor(self.numcycles/phaselength) % (2*n) if idx >= n then idx = n*2 - idx end return moonphases[idx+1] end function Clock:SetNormEraTime(percent) if self.phase == "day" then self.totalEraTime = self:GetDayTime() elseif self.phase == "dusk" then self.totalEraTime = self:GetDuskTime() else self.totalEraTime = self:GetNightTime() end self.timeLeftInEra = (1-percent)*self.totalEraTime end function Clock:GetTimeInEra() return self.totalEraTime - self.timeLeftInEra end function Clock:GetNormEraTime() local ret = self.totalEraTime > 0 and (1 - self.timeLeftInEra / self.totalEraTime) or 1 return ret end function Clock:GetNormTime() local ret = 0 if self.phase == "day" then return (self.daysegs / 16)*self:GetNormEraTime() elseif self.phase == "dusk" then return (self.daysegs / 16) + (self.dusksegs / 16)*self:GetNormEraTime() else return (self.daysegs / 16) + (self.dusksegs / 16) + (self.nightsegs / 16)*self:GetNormEraTime() end end function Clock:CurrentPhaseIsAlways() if self.phase == "day" then return self:GetDaySegs() == 16 elseif self.phase == "dusk" then return self:GetDuskSegs() == 16 else return self:GetNightSegs() == 16 end end function Clock:IsDay() return self.phase == "day" end function Clock:IsNight() return self.phase == "night" end function Clock:IsDusk() return self.phase == "dusk" end function Clock:GetPhase() return self.phase end function Clock:GetNextPhase() if self:CurrentPhaseIsAlways() then if self.phase == "day" then return "day" elseif self.phase == "dusk" then return "dusk" end return "night" end if self.phase == "day" then return "dusk" elseif self.phase == "dusk" then return "night" else return "day" end end function Clock:GetPrevPhase() if self:CurrentPhaseIsAlways() then if self.phase == "day" then return "day" elseif self.phase == "dusk" then return "dusk" end return "night" end if self.phase == "day" then return "night" elseif self.phase == "dusk" then return "day" else return "dusk" end end function Clock:MakeNextDay() local time_left = TUNING.TOTAL_DAY_TIME * (1 - self:GetNormTime()) LongUpdate(time_left + TUNING.SEG_TIME*.5) --self.numcycles = self.numcycles +1 --self.inst:PushEvent("daycomplete", {day= self.numcycles}) --self:StartDay() end function Clock:NextPhase() if self:CurrentPhaseIsAlways() then self.numcycles = self.numcycles +1 self.inst:PushEvent("daycomplete", {day= self.numcycles}) if self.phase == "day" then self:StartDay() elseif self.phase == "dusk" then self:StartDusk() else self:StartNight() end return end if self.phase == "day" then self:StartDusk() elseif self.phase == "dusk" then self:StartNight() else self.numcycles = self.numcycles +1 self.inst:PushEvent("daycomplete", {day= self.numcycles}) self:StartDay() end end function Clock:GetDaySegs() return self.daysegs end function Clock:GetNightSegs() return self.nightsegs end function Clock:GetDuskSegs() return self.dusksegs end function Clock:SetSegs(day, dusk, night) assert(day + dusk + night == 16, "invalid number of time segs") local norm_time = self:GetNormEraTime() self.daysegs = day self.dusksegs = dusk self.nightsegs = night if self.phase == "day" then self.totalEraTime = self.daysegs*TUNING.SEG_TIME elseif self.phase == "dusk" then self.totalEraTime = self.dusksegs*TUNING.SEG_TIME else self.totalEraTime = self.nightsegs*TUNING.SEG_TIME end self:SetNormEraTime(norm_time) self.inst:PushEvent("daysegschanged") end function Clock:DoLightningLighting(maxlight) self.lightning = true self.lightningtime = 0 self.lmax = maxlight or 1 end function Clock:LongUpdate(dt) self:OnUpdate(dt) --fix the colour self.lerptimeleft = 0 if self:IsDay() then self.currentColour = self.dayColour elseif self:IsDusk() then self.currentColour = self.duskColour else self.currentColour = self.nightColour end if GetWorld():IsCave() then self.currentColour = self.caveColour end local p = GetSeasonManager() and GetSeasonManager():GetWeatherLightPercent() or 1 TheSim:SetAmbientColour( p*self.currentColour.x, p*self.currentColour.y, p*self.currentColour.z ) end function Clock:OnUpdate(dt) self.timeLeftInEra = self.timeLeftInEra - dt if self.override_timeLeftInEra ~= nil then self.timeLeftInEra = self.override_timeLeftInEra end if self.timeLeftInEra <= 0 then local time_left_over = -self.timeLeftInEra self:NextPhase() if time_left_over > 0 then self:OnUpdate(time_left_over) return end end if self.lerptimeleft > 0 then local percent = 1 - (self.lerptimeleft / self.totallerptime) local r = percent*self.lerpToColour.x + (1 - percent)*self.lerpFromColour.x local g = percent*self.lerpToColour.y + (1 - percent)*self.lerpFromColour.y local b = percent*self.lerpToColour.z + (1 - percent)*self.lerpFromColour.z self.currentColour = Point(r,g,b) if GetWorld():IsCave() then self.currentColour = self.caveColour end self.lerptimeleft = self.lerptimeleft - dt end if self.lightning then self.lightningtime = self.lightningtime + dt if self.lightningtime < (1/30)*1 then TheSim:SetAmbientColour(0,0,0) elseif self.lightningtime < (1/30)*(1+2) then TheSim:SetAmbientColour(self.lmax,self.lmax,self.lmax) elseif self.lightningtime < (1/30)*(1+2+1) then TheSim:SetAmbientColour(0,0,0) elseif self.lightningtime < (1/30)*(1+2+1+4) then TheSim:SetAmbientColour(self.lmax,self.lmax,self.lmax) else local col = nil if self:IsNight() then col = self.nightColour elseif self:IsDusk() then col = self.duskColour else col = self.dayColour end self:LerpAmbientColour(col*.5, col, 1.5) self.lightning = false self.last_lightning_time = GetTime() end else -- if GetWorld():IsCave() then -- return -- end if self:IsNight() and (self.totalEraTime - self.timeLeftInEra) <= 8 and self.last_lightning_time and (GetTime() - self.last_lightning_time) <= dt then if not GetWorld():IsCave() then self:LerpAmbientColour(self.duskColour, self.nightColour, 4) end else local p = GetSeasonManager() and GetSeasonManager():GetWeatherLightPercent() or 1 TheSim:SetAmbientColour( p*self.currentColour.x, p*self.currentColour.y, p*self.currentColour.z ) end end self.inst:PushEvent("clocktick", {phase = self.phase, normalizedtime=self:GetNormTime()}) end function Clock:LerpAmbientColour(src, dest, time) self.lerptimeleft = time self.totallerptime = time if GetWorld():IsCave() then dest = self.caveColour end if time == 0 then self.currentColour = dest else self.lerpFromColour = src self.lerpToColour = dest end local p = GetSeasonManager() and GetSeasonManager():GetWeatherLightPercent() or 1 if not self.currentColour then self.currentColour = src end TheSim:SetAmbientColour( p*self.currentColour.x, p*self.currentColour.y, p*self.currentColour.z ) end function Clock:__tostring() return string.format("%s cycle:%d (%2.2f) %2.2f", self.phase, self.numcycles, self.timeLeftInEra, self:GetNormTime()) end function Clock:ToMetricsString() -- the metrics value must be an int so we have to convert -- phase day- 1 , dusk- 2, night -3 local timeofday = 1 if self.phase == "dusk" then timeofday = 2 elseif self.phase == "night" then timeofday = 3 end -- numcycles 000-999 -- time 000 normtime*100 local time = math.floor(self:GetNormTime()*100) return string.format("%d%03d%03d", timeofday, self.numcycles, time) end function Clock:GetDayTime() return self.daysegs*TUNING.SEG_TIME end function Clock:GetNightTime() return self.nightsegs*TUNING.SEG_TIME end function Clock:GetDuskTime() return self.dusksegs*TUNING.SEG_TIME end function Clock:StartDay(instant) self.timeLeftInEra = self:GetDayTime() self.totalEraTime = self.timeLeftInEra self.phase = "day" self.inst:PushEvent("daytime", {day=self.numcycles}) if self.daytime == 0 then self:NextPhase() return end if self.phase ~= self.previous_phase then self.previous_phase = self.phase self:LerpAmbientColour(self.currentColour, self.dayColour, instant and 0 or 4) end end function Clock:StartDusk(instant) self.timeLeftInEra = self:GetDuskTime() self.totalEraTime = self.timeLeftInEra self.phase = "dusk" if self.dusktime == 0 then self:NextPhase() return end if self.phase ~= self.previous_phase then self.previous_phase = self.phase self:LerpAmbientColour(self.currentColour, self.duskColour, instant and 0 or 6) self.inst:PushEvent("dusktime", {day=self.numcycles}) end end function Clock:StartNight(instant) self.timeLeftInEra = self:GetNightTime() self.totalEraTime = self.timeLeftInEra self.phase = "night" self.inst:PushEvent("nighttime", {day=self.numcycles}) if self.nighttime == 0 then self:NextPhase() return end if self.phase ~= self.previous_phase then self.previous_phase = self.phase self:LerpAmbientColour(self.currentColour, self.nightColour, instant and 0 or 8) end end function Clock:LerpFactor() if self.totallerptime == 0 then return 1 else return math.min( 1.0, 1.0 - self.lerptimeleft / self.totallerptime ) end end function Clock:GetNumCycles() return self.numcycles end return Clock
bin={} bin.Version={6,0,0} bin.stage='stable' bin.data='' bin.t='bin' bin.__index = bin bin.__tostring=function(self) return self:getData() end bin.__len=function(self) return self:getlength() end bin.lastBlockSize=0 bin.streams={} -- Helpers function bin.getVersion() return bin.Version[1]..'.'..bin.Version[2]..'.'..bin.Version[3] end function table.print(tbl, indent) if not indent then indent = 0 end for k, v in pairs(tbl) do formatting = string.rep(" ", indent) .. k .. ": " if type(v) == "table" then print(formatting) table.print(v, indent+1) elseif type(v) == 'boolean' then print(formatting .. tostring(v)) else print(formatting .. tostring(v)) end end end function table.flip(t) local tt={} for i,v in pairs(t) do tt[v]=i end return tt end function toFraction(n) local w,p=math.modf(n) if p~=0 then p=tonumber(tostring(p):sub(3)) end return w,p end function io.cleanName(name) name=name:gsub("\\","") name=name:gsub("/","") name=name:gsub(":","") name=name:gsub("*","") name=name:gsub("%?","") name=name:gsub("\"","''") name=name:gsub("<","") name=name:gsub(">","") name=name:gsub("|","") return name end function math.numfix(n,x) local str=tostring(n) if #str<x then str=('0'):rep(x-#str)..str end return str end function bin.stripFileName(path) path=path:gsub("\\","/") local npath=path:reverse() a=npath:find("/",1,true) npath=npath:sub(a) npath=npath:reverse() return npath end function bin._trim(str) return str:match'^()%s*$' and '' or str:match'^%s*(.*%S)' end function io.dirExists(strFolderName) strFolderName = strFolderName or io.getDir() local fileHandle, strError = io.open(strFolderName..'\\*.*','r') if fileHandle ~= nil then io.close(fileHandle) return true else if string.match(strError,'No such file or directory') then return false else return true end end end function bin.fileExists(name) local f=io.open(name,"r") if f~=nil then io.close(f) return true else return false end end function bin.randomName(n,ext) n=n or math.random(7,15) if ext then a,b=ext:find('.',1,true) if a and b then ext=ext:sub(2) end end local str,h = '',0 strings = {'a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z','1','2','3','4','5','6','7','8','9','0','A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z'} for i=1,n do h = math.random(1,#strings) str = str..''..strings[h] end return str..'.'..(ext or 'tmp') end function bin.trimNul(str) return str:match("(.-)[%z]*$") end function io.mkDir(dirname) os.execute('mkdir "' .. dirname..'"') end function string.lines(str) local t = {} local function helper(line) table.insert(t, line) return '' end helper((str:gsub('(.-)\r?\n', helper))) return t end function log(data,name,fmt) if name then name=io.cleanName(name) end if not bin.logger then bin.logger = bin.stream(name or 'lua.log',false) elseif bin.logger and name then bin.logger:close() bin.logger = bin.stream(name or 'lua.log',false) end local d=os.date('*t',os.time()) bin.logger:tackE((fmt or '['..math.numfix(d.month,2)..'-'..math.numfix(d.day,2)..'-'..d.year..'|'..math.numfix(d.hour,2)..':'..math.numfix(d.min,2)..':'..math.numfix(d.sec,2)..']\t')..data..'\r\n') end function table.max(t) if #t == 0 then return end local value = t[1] for i = 2, #t do if (value < t[i]) then value = t[i] end end return value end local bit if jit then bit=require("bit") elseif bit32 then bit=bit32 else bit=require("bin.numbers.no_jit_bit") end bin.lzw=require("bin.compressors.lzw") -- A WIP local bits={} bin.bits = bits bits.data='' bits.t='bits' bits.Type='bits' bits.__index = bits bits.__tostring=function(self) return self.data end bits.__len=function(self) return (#self.data)/8 end local floor,insert = math.floor, table.insert function bits.newBitBuffer(n) -- end function bits.newConverter(bitsIn,bitsOut) local c={} -- end function basen(n,b) if not b or b == 10 then return tostring(n) end local digits = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ" local t = {} local sign = "" if n < 0 then sign = "-" n = -n end repeat local d = n % b + 1 n = n / b insert(t, 1, digits:sub(d,d)) until n == 0 return sign .. table.concat(t,"") end bits.ref={} function bits.newByte(d) local c={} if type(d)=="string" then if #d>1 or #d<1 then error("A byte must be one character!") else c.data=string.byte(d) end elseif type(d)=="number" then if d>255 or d<0 then error("A byte must be between 0 and 255!") else c.data=d end else error("cannot use type "..type(d).." as an argument! Takes only strings or numbers!") end c.__index=function(self,k) if k>=0 and k<9 then if self.data==0 then return 0 elseif self.data==255 then return 1 else return bits.ref[self.data][k] end end end c.__tostring=function(self) return bits.ref[tostring(self.data)] end setmetatable(c,c) return c end function bits.newByteArray(s) local c={} if type(s)~="string" then error("Must be a string type or bin/buffer type") elseif type(s)=="table" then if s.t=="sink" or s.t=="buffer" or s.t=="bin" then local data=s:getData() for i=1,#data do c[#c+1]=bits.newByte(data:sub(i,i)) end else error("Must be a string type or bin/buffer type") end else for i=1,#s do c[#c+1]=bits.newByte(s:sub(i,i)) end end return c end function bits.new(n,binary) local temp={} temp.t="bits" temp.Type="bits" if type(n)=="string" then if binary then temp.data=n:match("[10]+") else local t={} for i=#n,1,-1 do table.insert(t,bits:conv(string.byte(n,i))) end temp.data=table.concat(t) end elseif type(n)=="number" or type(n)=="table" then temp.data=basen(n,2) end if #temp.data%8~=0 then temp.data=string.rep('0',8-#temp.data%8)..temp.data end setmetatable(temp, bits) return temp end for i=0,255 do local d=bits.new(i).data bits.ref[i]={d:match("(%d)(%d)(%d)(%d)(%d)(%d)(%d)(%d)")} bits.ref[tostring(i)]=d bits.ref[d]=i bits.ref["\255"..string.char(i)]=d end function bits.numToBytes(n,fit,func) local num=string.reverse(bits.new(n):toSbytes()) local ref={["num"]=num,["fit"]=fit} if fit then if fit<#num then if func then print("Warning: attempting to store a number that takes up more space than allotted! Using provided method!") func(ref) else print("Warning: attempting to store a number that takes up more space than allotted!") end return ref.num:sub(1,ref.fit) elseif fit==#num then return string.reverse(num) else return string.reverse(string.rep("\0",fit-#num)..num) end else return string.reverse(num) end end function bits:conv(n) local tab={} while n>=1 do table.insert(tab,n%2) n=math.floor(n/2) end local str=string.reverse(table.concat(tab)) if #str%8~=0 or #str==0 then str=string.rep('0',8-#str%8)..str end return str end function bits:tonumber(s,e) if s==0 then return tonumber(self.data,2) end s=s or 1 return tonumber(string.sub(self.data,(8*(s-1))+1,8*s),2) or error('Bounds!') end function bits:isover() return #self.data>8 end function bits:flipbits() tab={} for i=1,#self.data do if string.sub(self.data,i,i)=='1' then table.insert(tab,'0') else table.insert(tab,'1') end end self.data=table.concat(tab) end function bits:tobytes() local tab={} for i=self:getbytes(),1,-1 do table.insert(tab,string.char(self:tonumber(i))) end return bin.new(table.concat(tab)) end function bits:toSbytes() local tab={} for i=self:getbytes(),1,-1 do table.insert(tab,string.char(self:tonumber(i))) end return table.concat(tab) end function bits:getBin() return self.data end function bits:getbytes() return #self.data/8 end local binNum=require("bin.numbers.BigNum") local infinabits={} bin.infinabits = infinabits infinabits.data='' infinabits.t='infinabits' infinabits.Type='infinabits' infinabits.__index = infinabits infinabits.__tostring=function(self) return self.data end infinabits.__len=function(self) return (#self.data)/8 end local floor,insert = math.floor, table.insert function basen(n,b) n=BigNum.new(n) if not b or b == 10 then return tostring(n) end local digits = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ" local t = {} local sign = "" if n < BigNum.new(0) then sign = "-" n = -n end repeat local d = tonumber(tostring(n % b)) + 1 n = n / b insert(t, 1, digits:sub(d,d)) until n == BigNum.new(0) return sign .. table.concat(t,"") end function base2to10(num) local n=BigNum.new(0) for i = #num-1,0,-1 do nn=BigNum.new(num:sub(i+1,i+1))*(BigNum.new(2)^((#num-i)-1)) n=n+nn end return n end function infinabits.newBitBuffer(n) -- WIP end function infinabits.newConverter(bitsIn,bitsOut) local c={} -- WIP end infinabits.ref={} function infinabits.newByte(d)-- WIP local c={} if type(d)=="string" then if #d>1 or #d<1 then error("A byte must be one character!") else c.data=string.byte(d) end elseif type(d)=="number" then if d>255 or d<0 then error("A byte must be between 0 and 255!") else c.data=d end else error("cannot use type "..type(d).." as an argument! Takes only strings or numbers!") end c.__index=function(self,k) if k>=0 and k<9 then if self.data==0 then return 0 elseif self.data==255 then return 1 else return infinabits.ref[self.data][k] end end end c.__tostring=function(self) return infinabits.ref[tostring(self.data)] end setmetatable(c,c) return c end function infinabits.newByteArray(s)-- WIP local c={} if type(s)~="string" then error("Must be a string type or bin/buffer type") elseif type(s)=="table" then if s.t=="sink" or s.t=="buffer" or s.t=="bin" then local data=s:getData() for i=1,#data do c[#c+1]=infinabits.newByte(data:sub(i,i)) end else error("Must be a string type or bin/buffer type") end else for i=1,#s do c[#c+1]=infinabits.newByte(s:sub(i,i)) end end return c end function infinabits.new(n,binary) local temp={} temp.t="infinabits" temp.Type="infinabits" if type(n)=="string" then if binary then temp.data=n:match("[10]+") else local t={} for i=#n,1,-1 do table.insert(t,infinabits:conv(string.byte(n,i))) end temp.data=table.concat(t) end elseif type(n)=="number" or type(n)=="table" then temp.data=basen(tostring(n),2) end if #temp.data%8~=0 then temp.data=string.rep('0',8-#temp.data%8)..temp.data end setmetatable(temp, infinabits) return temp end for i=0,255 do local d=infinabits.new(i).data infinabits.ref[i]={d:match("(%d)(%d)(%d)(%d)(%d)(%d)(%d)(%d)")} infinabits.ref[tostring(i)]=d infinabits.ref[d]=i infinabits.ref["\255"..string.char(i)]=d end function infinabits.numToBytes(n,fit,func) local num=string.reverse(infinabits.new(BigNum.new(n)):toSbytes()) local ref={["num"]=num,["fit"]=fit} if fit then if fit<#num then if func then print("Warning: attempting to store a number that takes up more space than allotted! Using provided method!") func(ref) else print("Warning: attempting to store a number that takes up more space than allotted!") end return ref.num:sub(1,ref.fit) elseif fit==#num then return string.reverse(num) else return string.reverse(string.rep("\0",fit-#num)..num) end else return string.reverse(num) end end function infinabits.numToBytes(n,fit,fmt,func) if fmt=="%e" then local num=string.reverse(infinabits.new(BigNum.new(n)):toSbytes()) local ref={["num"]=num,["fit"]=fit} if fit then if fit<#num then if func then print("Warning: attempting to store a number that takes up more space than allotted! Using provided method!") func(ref) else print("Warning: attempting to store a number that takes up more space than allotted!") end return ref.num:sub(1,ref.fit) elseif fit==#num then return num else return string.rep("\0",fit-#num)..num end else return num end else local num=string.reverse(infinabits.new(BigNum.new(n)):toSbytes()) local ref={["num"]=num,["fit"]=fit} if fit then if fit<#num then if func then print("Warning: attempting to store a number that takes up more space than allotted! Using provided method!") func(ref) else print("Warning: attempting to store a number that takes up more space than allotted!") end return ref.num:sub(1,ref.fit) elseif fit==#num then return string.reverse(num) else return string.reverse(string.rep("\0",fit-#num)..num) end else return string.reverse(num) end end end function infinabits:conv(n) local tab={} local one=BigNum.new(1) local n=BigNum.new(n) while n>=one do table.insert(tab,tonumber(tostring(n%2))) n=n/2 end local str=string.reverse(table.concat(tab)) if #str%8~=0 or #str==0 then str=string.rep('0',8-#str%8)..str end return str end function infinabits:tonumber(s) if s==0 then return tonumber(self.data,2) end s=s or 1 return tonumber(tostring(base2to10(string.sub(self.data,(8*(s-1))+1,8*s)))) or error('Bounds!') end function infinabits:isover() return #self.data>8 end function infinabits:flipbits() tab={} local s=self.data s=s:gsub("1","_") s=s:gsub("0","1") s=s:gsub("_","0") self.data=s end function infinabits:tobytes() local tab={} for i=self:getbytes(),1,-1 do table.insert(tab,string.char(self:tonumber(i))) end return bin.new(table.concat(tab)) end function infinabits:toSbytes() local tab={} for i=self:getbytes(),1,-1 do table.insert(tab,string.char(self:tonumber(i))) end return table.concat(tab) end function infinabits:getBin() return self.data end function infinabits:getbytes() return #self.data/8 end local randomGen=require("bin.numbers.random") function bin.setBitsInterface(int) bin.defualtBit=int or infinabits end bin.setBitsInterface() function bin.normalizeData(data) -- unified function to allow for all types to string if type(data)=="string" then return data end if type(data)=="table" then if data.Type=="bin" or data.Type=="streamable" or data.Type=="buffer" then return data:getData() elseif data.Type=="bits" or data.Type=="infinabits" then return data:toSbytes() elseif data.Type=="sink" then -- LATER else return "" end elseif type(data)=="userdata" then if tostring(data):sub(1,4)=="file" then local cur=data:seek("cur") data:seek("set",0) local dat=data:read("*a") data:seek("set",cur) return dat else error("File handles are the only userdata that can be used!") end end end function bin.resolveType(tab) -- used in getblock for auto object creation. Internal method if tab.Type then if tab.Type=="bin" then return bin.new(tab.data) elseif tab.Type=="streamable" then if bin.fileExist(tab.file) then return nil,"Cannot load the stream file, source file does not exist!" end return bin.stream(tab.file,tab.lock) elseif tab.Type=="buffer" then local buf=bin.newDataBuffer(tab.size) buf[1]=tab:getData() return buf elseif tab.Type=="bits" then local b=bits.new("") b.data=tab.data return b elseif tab.Type=="infinabits" then local b=infinabits.new("") b.data=tab.data return b elseif tab.Type=="sink" then return bin.newSync(tab.data) else -- maybe a type from another library return tab end else return tab end end function bin.fileExist(path) g=io.open(path or '','r') if path =='' then p='empty path' return nil end if g~=nil and true or false then p=(g~=nil and true or false) end if g~=nil then io.close(g) else return false end return p end function bin.toHex(str) local str=bin.normalizeData(str) return (str:gsub('.', function (c) return string.format('%02X', string.byte(c)) end)) end function bin.fromHex(str) return (str:gsub('..', function (cc) return string.char(tonumber(cc, 16)) end)) end -- Constructors function bin.new(data) data=bin.normalizeData(data) local c = {} setmetatable(c, bin) c.data=data c.Type="bin" c.t="bin" c.pos=1 c.stream=false return c end function bin.newFromHex(data) return bin.new(bin.fromHex(data)) end function bin.load(path) if type(path) ~= "string" then error("Path must be a string!") end local f = io.open(path, 'rb') local content = f:read('*a') f:close() return bin.new(content) end function bin.stream(file,l) if not(l==false) then l=true end local c=bin.new() c.Type="streamable" c.t="streamable" if bin.streams[file]~=nil then c.file=file c.lock = l c.workingfile=bin.streams[file][1].workingfile bin.streams[file][2]=bin.streams[file][2]+1 c.stream=true return c end if bin.fileExist(file) then c.file=file c.lock = l c.workingfile=io.open(file,'rb+') else c.file=file c.lock = l c.workingfile=io.open(file,'w') io.close(c.workingfile) c.workingfile=io.open(file,'rb+') end c.stream=true bin.streams[file]={c,1} return c end function bin.newTempFile() local c=bin.new() c.file=file c.lock = false c.workingfile=io.tmpfile() c.stream=true return c end function bin.freshStream(file) bin.new():tofile(file) return bin.stream(file,false) end function bin.newStreamFileObject(file) local c=bin.new() c.Type="streamable" c.t="streamable" c.file="FILE_OBJECT" c.lock = false c.workingfile=file c.stream=true return c end -- Core Methods function bin:canStreamWrite() return (self.stream and not(self.lock)) end function bin:getSeek() if self.stream then return self.workingfile:seek("cur")+1 else return self.pos end end function bin:setSeek(n) if self.stream then self.workingfile:seek("set",n-1) else self.pos=n end end function bin:seek(n) if self.stream then if not n then return self.workingfile:seek("cur") end local cur=self.workingfile:seek("cur") self.workingfile:seek("set",cur+n) else if not n then return self.pos end if #self.data-(self.pos-1)<n then print(n-((#self.data)-(self.pos-1))) self:write(string.rep("\0",n-((#self.data)-(self.pos-1)))) return end self.pos=self.pos+n end end function bin:read(n) if self.stream then return self.workingfile:read(n) else local data=self.data:sub(self.pos,self.pos+n-1) self.pos=self.pos+n if data=="" then return end return data end end function bin:write(data,size) local data=bin.normalizeData(data) local dsize=#data local size=tonumber(size or dsize) if dsize>size then data = data:sub(1,size) elseif dsize<size then data=data..string.rep("\0",size-dsize) end if self:canStreamWrite() then self.workingfile:write(data) elseif self.Type=="bin" then local tab={} if self.pos==1 then tab={data,self.data:sub(self.pos+size)} else tab={self.data:sub(1,self.pos-1),data,self.data:sub(self.pos+size)} end self.pos=self.pos+size self.data=table.concat(tab) else error("Attempted to write to a locked file!") end end function bin:sub(a,b) local data="" if self.stream then local cur=self.workingfile:seek("cur") self.workingfile:seek("set",a-1) data=self.workingfile:read(b-(a-1)) self.workingfile:seek("set",cur) else data=self.data:sub(a,b) end return data end function bin:slide(n) local s=self:getSize() local buf=bin.newDataBuffer(s) buf:fillBuffer(1,self:getData()) for i=1,s do nn=buf[i]+n if nn>255 then nn=nn%256 elseif nn<0 then nn=256-math.abs(nn) end buf[i]=nn end self:setSeek(1) self:write(buf:getData()) end function bin:getData(a,b,fmt) local data="" if a or b then data=self:sub(a,b) else if self.stream then local cur=self.workingfile:seek("cur") self.workingfile:seek("set",0) data=self.workingfile:read("*a") self.workingfile:seek("set",cur) else data=self.data end end if fmt=="%x" or fmt=="hex" then return bin.toHex(data):lower() elseif fmt=="%X" or fmt=="HEX" then return bin.toHex(data) elseif fmt=="%b" or fmt=="b64" then return bin.toB64(data) elseif fmt then return bin.new(data):getBlock(fmt,#data) end return data end function bin:getSize(fmt) local len=0 if self.stream then local cur=self.workingfile:seek("cur") len=self.workingfile:seek("end") self.workingfile:seek("set",cur) else len=#self.data end if fmt=="%b" then return bin.toB64() elseif fmt then return string.format(fmt, len) else return len end end function bin:tackE(data,size,h) local data=bin.normalizeData(data) local cur=self:getSize() self:setSeek(self:getSize()+1) self:write(data,size) if h then self:setSeek(cur+1) end end function bin:tonumber(a,b) local temp={} if a then temp.data=self:sub(a,b) else temp=self end local l,r=0,0 local g=#temp.data for i=1,g do r=r+(256^(g-i))*string.byte(string.sub(temp.data,i,i)) l=l+(256^(i-1))*string.byte(string.sub(temp.data,i,i)) end return r,l end function bin.endianflop(data) return string.reverse(data) end function bin:tofile(name) if self.stream then return end if not name then error("Must include a filename to save as!") end file = io.open(name, "wb") file:write(self.data) file:close() end function bin:close() if self.stream then if bin.streams[self.file][2]==1 then bin.streams[self.file]=nil self.workingfile:close() else bin.streams[self.file][2]=bin.streams[self.file][2]-1 self.workingfile=io.tmpfile() self.workingfile:close() end end end function bin:getBlock(t,n) local data="" if not n then if bin.registerBlocks[t] then return bin.registerBlocks[t][1](nil,self) else error("Unknown format! Cannot read from file: "..tostring(t)) end else if t=="n" or t=="%e" or t=="%E" then data=self:read(n) local numB=bin.defualtBit.new(data) local numL=bin.defualtBit.new(string.reverse(data)) local little=numL:tonumber(0) local big=numB:tonumber(0) if t=="%E" then return big elseif t=="%X" then return bin.toHex(data):upper() elseif t=="%x" then return bin.toHex(data):lower() elseif t=="%b" then return bin.toB64(data) elseif t=="%e" then return little end return big,little elseif t=="s" then return self:read(n) elseif bin.registerBlocks[t] then return bin.registerBlocks[t][1](n,self) else error("Unknown format! Cannot read from file: "..tostring(t)) end end end function bin:addBlock(d,fit,fmt) if not fmt then fmt=type(d):sub(1,1) end if bin.registerBlocks[fmt] then self:tackE(bin.registerBlocks[fmt][2](d,fit,fmt,self,bin.registerBlocks[fmt][2])) elseif type(d)=="number" then local data=bin.defualtBit.numToBytes(d,fit or 4,fmt,function() error("Overflow! Space allotted for number is smaller than the number takes up. Increase the fit!") end) self:tackE(data) elseif type(d)=="string" then local data=d:sub(1,fit or -1) if #data<(fit or #data) then data=data..string.rep("\0",fit-#data) end self:tackE(data) end end bin.registerBlocks={} function bin.registerBlock(t,funcG,funcA) bin.registerBlocks[t]={funcG,funcA} end function bin.newDataBuffer(size,fill) -- fills with \0 or nul or with what you enter local c={} local fill=fill or "\0" c.data={self=c} c.Type="buffer" c.size=size or 0 -- 0 means an infinite buffer, sometimes useful for i=1,c.size do c.data[i]=fill end local mt={ __index=function(t,k) if type(k)=="number" then local data=t.data[k] if data then return string.byte(data) else error("Index out of range!") end elseif type(k)=="string" then local num=tonumber(k) if num then local data=t.data[num] if data then return data else error("Index out of range!") end else error("Only number-strings and numbers can be indexed!") end else error("Only number-strings and numbers can be indexed!") end end, __newindex=function(t,k,v) if type(k)~="number" then error("Can only set a buffers data with a numeric index!") end local data="" if type(v)=="string" then data=v elseif type(v)=="number" then data=bits.numToBytes(v) else -- try to normalize the data of type v data=bin.normalizeData(v) end t:fillBuffer(k,data) end, __tostring=function(t) return t:getData() end, } function c:fillBuffer(a,data) local len=#data if len==1 then self.data[a]=data else local i=a-1 for d in data:gmatch(".") do i=i+1 if i>c.size then return #data-i+a end self.data[i]=d end return #data-i+(a-1) end end function c:getData(a,b,fmt) -- LATER local dat=bin.new(table.concat(self.data,"",a,b)) local n=dat:getSize() return dat:getBlock(fmt or "s",n) end function c:getSize() return #self:getData() end setmetatable(c,mt) return c end function bin:newDataBufferFromStream(pos,size,fill) -- fills with \0 or nul or with what you enter IF the nothing exists inside the bin file. local s=self:getSize() if not self.stream then error("Can only created a streamed buffer on a streamable file!") end if s==0 then self:write(string.rep("\0",pos+size)) end self:setSeek(1) local c=bin.newDataBuffer(size,fill) rawset(c,"pos",pos) rawset(c,"size",size) rawset(c,"fill",fill) rawset(c,"bin",self) rawset(c,"sync",function(self) local cur=self.bin:getSeek() self.bin:setSeek(self.pos) self.bin:write(self:getData(),size) self.bin:setSeek(cur) end) c:fillBuffer(1,self:sub(pos,pos+size)) function c:fillBuffer(a,data) local len=#data if len==1 then self.data[a]=data self:sync() else local i=a-1 for d in data:gmatch(".") do i=i+1 if i>c.size then self:sync() return #data-i+a end self.data[i]=d end self:sync() return #data-i+(a-1) end end return c end function bin:toDataBuffer() local s=self:getSize() -- if self:canStreamWrite() then -- return self:newDataBufferFromStream(0,s) -- end local buf=bin.newDataBuffer(s) local data=self:read(512) local i=1 while data~=nil do buf[i]=data data=self:read(512) i=i+512 end return buf end function bin:getHash() if self:getSize()==0 then return "NaN" end n=32 local rand = randomGen:newND(1,self:getSize(),self:getSize()) local h,g={},0 for i=1,n do g=rand:nextInt() table.insert(h,bin.toHex(self:sub(g,g))) end return table.concat(h,'') end function bin:flipbits() if self:canStreamWrite() then self:setSeek(1) for i=1,self:getSize() do self:write(string.char(255-string.byte(self:sub(i,i)))) end else local temp={} for i=1,#self.data do table.insert(temp,string.char(255-string.byte(string.sub(self.data,i,i)))) end self.data=table.concat(temp,'') end end function bin:encrypt() self:flipbits() end function bin:decrypt() self:flipbits() end -- Use with small files! function bin:gsub(...) local data=self:getData() local pos=self:getSeek() self:setSeek(1) self:write((data:gsub(...)) or data) self:setSeek(loc) end function bin:gmatch(pat) return self:getData():gmatch(pat) end function bin:match(pat) return self:getData():match(pat) end function bin:trim() local data=self:getData() local pos=self:getSeek() self:setSeek(1) self:write(data:match'^()%s*$' and '' or data:match'^%s*(.*%S)') self:setSeek(loc) end function bin:lines() local t = {} local function helper(line) table.insert(t, line) return '' end helper((self:getData():gsub('(.-)\r?\n', helper))) return t end function bin._lines(str) local t = {} local function helper(line) table.insert(t, line) return '' end helper((str:gsub('(.-)\r?\n', helper))) return t end function bin:wipe() if self:canStreamWrite() then self:close() local c=bin.freshStream(self.file) self.workingfile=c.workingfile else self.data="" end self:setSeek(1) end function bin:fullTrim(empty) local t=self:lines() for i=#t,1,-1 do t[i]=bin._trim(t[i]) if empty then if t[i]=="" then table.remove(t,i) end end end self:wipe() self:write(table.concat(t,"\n")) end local __CURRENTVERSION=2 bin.registerBlock("t",function(SIZE_OR_NIL,ref) local header=ref:read(3) if not header:match("(LT.)") then error("Not a valid table struct!") end if bin.defualtBit.new(header:sub(3,3)):tonumber(1)>__CURRENTVERSION then error("Incompatible Version of LuaTable!") end local len=ref:getBlock("n",4) -- hehe lets make life easier local tab={} local ind local n=0 while true do local _dat=ref:read(2) if _dat==nil then break end local it,dt=_dat:match("(.)(.)") n=n+2 if it=="N" then -- get the index stuff out of the way first ind=ref:getBlock("n",4) n=n+4 else indL=ref:getBlock("n",1) n=n+1+indL ind=ref:read(indL) end if dt=="N" then tab[ind]=ref:getBlock("d") n=n+8 elseif dt=="I" then tab[ind]=math.huge ref:getBlock("n",4) n=n+4 elseif dt=="i" then tab[ind]=-math.huge ref:getBlock("n",4) n=n+4 elseif dt=="S" then local nn=ref:getBlock("n",4) tab[ind]=ref:read(nn) n=n+4+nn elseif dt=="B" then tab[ind]=({["\255"]=true,["\0"]=false})[ref:read(1)] n=n+1 elseif dt=="F" then local nn=ref:getBlock("n",4) tab[ind]=loadstring(ref:read(nn)) n=n+4+nn elseif dt=="T" then local cur=ref:getSeek() local size=ref:getBlock("n",4) ref:setSeek(cur) ref:read(4) if size==7 then tab[ind]={} ref:read(7) n=n+11 else local data=bin.new(ref:read(size)) local dat=data:getBlock("t") if dat.__RECURSIVE then tab[ind]=tab else tab[ind]=dat end n=n+data:getSize()+4 end end if n==len then break end end return bin.resolveType(tab) end,function(d,fit,fmt,self,rec,tabsaw) -- INGORE FIT WE ARE CREATING A STRUCT!!! -- fmt will apply to all numbers local __rem=nil if not tabsaw then rem=true end local tabsaw=tabsaw or {} if rem then table.insert(tabsaw,d) end local bData={} for i,v in pairs(d) do -- this is for tables, all but userdata is fine. Depending on where you are using lua functions may or may not work local tp=type(v):sub(1,1):upper() -- uppercase of datatype if type(i)=="number" then -- Lets handle indexies if v==math.huge then tp="I" v=0 elseif v==-math.huge then tp="i" v=0 end table.insert(bData,"N"..tp..bin.defualtBit.numToBytes(i,4)) -- number index? elseif type(i)=="string" then if #i>255 then error("A string index cannot be larger than 255 bytes!") end table.insert(bData,"S"..tp..bin.defualtBit.numToBytes(#i,1)..i) -- string index? else error("Only numbers and strings can be a table index!") -- throw error? end if type(v)=="number" then -- How do we handle number data local temp=bin.new() temp:addBlock(v,nil,"d") table.insert(bData,temp.data) elseif type(v)=="string" then -- Lets work on strings table.insert(bData,bin.defualtBit.numToBytes(#v,4)) -- add length of string table.insert(bData,v) -- add string elseif type(v)=="boolean" then -- bools are easy :D table.insert(bData,({[true]="\255",[false]="\0"})[v]) elseif type(v)=="function" then -- should we allow this? why not... local dump=string.dump(v) table.insert(bData,bin.defualtBit.numToBytes(#dump,4)) -- add length of dumped string table.insert(bData,dump) -- add it elseif type(v)=="table" then -- tables... if tabsaw[1]==v then v={__RECURSIVE=i} else tabsaw[i]=v end local data=rec(v,nil,"t",self,rec,tabsaw) table.insert(bData,bin.defualtBit.numToBytes(#data,4)) -- add length of string table.insert(bData,data) -- add string end end local data=table.concat(bData) return "LT"..string.char(__CURRENTVERSION)..bin.defualtBit.numToBytes(#data,4)..data end) bin.registerBlock("b",function(SIZE_OR_NIL,ref) return ({["\255"]=true,["\0"]=false})[ref:read(1)] end,function(d) return ({[true]="\255",[false]="\0"})[d] end) bin.registerBlock("f",function(SIZE_OR_NIL,ref) local nn=ref:getBlock("n",4) return loadstring(ref:read(nn)) end,function(d) local dump=string.dump(d) return bin.defualtBit.numToBytes(#dump,4)..dump end) bin.registerBlock("d",function(SIZE_OR_NIL,ref) local w,p=ref:getBlock("n",4),ref:getBlock("n",4) p=tonumber("0."..tostring(p)) return w+p end,function(d,fit,fmt,self,rec,tabsaw) local w,p = toFraction(d) local temp=bin.new() temp:addBlock(w,4) temp:addBlock(p,4) return temp.data end) if love then function bin.load(file,s,r) content, size = love.filesystem.read(file) local temp=bin.new(content) temp.filepath=file return temp end function bin.fileExists(name) return love.filesystem.getInfo(name) end function bin:tofile(filename) if not(filename) or self.Stream then return nil end love.filesystem.write(filename,self.data) end function bin.loadS(path,s,r) local path = love.filesystem.getSaveDirectory( ).."\\"..path if type(path) ~= "string" then error("Path must be a string!") end local f = io.open(path, 'rb') local content = f:read('*a') f:close() return bin.new(content) end function bin:tofileS(filename) if self.stream then return end local filename = love.filesystem.getSaveDirectory( ).."\\"..filename print(#self.data,filename) if not filename then error("Must include a filename to save as!") end file = io.open(filename, "wb") file:write(self.data) file:close() end function bin.stream(file) return bin.newStreamFileObject(love.filesystem.newFile(file)) end function bin:getSize(fmt) local len=0 if self.stream then local len=self.workingfile:getSize() else len=#self.data end if fmt=="%b" then return bin.toB64() elseif fmt then return string.format(fmt, len) else return len end end function bin:getSeek() if self.stream then return self.workingfile:tell()+1 else return self.pos end end function bin:setSeek(n) if self.stream then self.workingfile:seek(n-1) else self.pos=n end end function bin:seek(n) if self.stream then self.workingfile:seek(n) else if not n then return self.pos end if #self.data-(self.pos-1)<n then print(n-((#self.data)-(self.pos-1))) self:write(string.rep("\0",n-((#self.data)-(self.pos-1)))) return end self.pos=self.pos+n end end function bin:close() self.workingfile:close() end end return bin
local parser_lib = require "texparser" local texparser = parser_lib.getparser -- some helper functions ------------------------------ -- convert tokens to text local function to_text(tokens) local allowed = {[10]=true, [11] = true, [12] = true} local text = {} for _, x in ipairs(tokens) do if allowed[x.catcode] then text[#text+1] = x.value end end return table.concat(text) end -- convert TeX source code to text local function tex_to_text(text) local parser = texparser(text) return to_text(parser:parse()) end describe("basic tests", function() it("can parse text", function() assert.are.equal("a", tex_to_text("a")) assert.are.equal("a b", tex_to_text("a b")) end) it("can handle comments",function() assert.are.equal(tex_to_text "hello% world", "hello") end) it("removes cs sequences", function() assert.are.equal(tex_to_text "hello \\textit{world}", "hello world") assert.are.equal(tex_to_text "hello \\textit@at{world}", "hello world") end) it("ignores spaces", function() assert.are.equal(tex_to_text " hello ", "hello") assert.are.equal(tex_to_text "\\hello world", "world") assert.are.equal(tex_to_text "hello\\world % ", "hello") assert.are.equal(tex_to_text "\\hello.txt", tex_to_text "\\hello .txt") end) end) describe("catcode updates", function() local text = "\\hello@world{???}" local special_parser = texparser(text) -- this one will have different catcode for @ special_parser.catcodes[utf8.codepoint("@")] = 12 local normal_parser = texparser(text) it("normal parser should see @ char as part of command", function() assert.are.equal("???", to_text(normal_parser:parse())) assert.are.equal("@world???", to_text(special_parser:parse())) end) end)
return { postgres = { up = [[ ]], teardown = function(connector) assert(connector:connect_migrations()) assert(connector:query [[ DO $$ BEGIN ALTER TABLE IF EXISTS ONLY "response_ratelimiting_metrics" DROP CONSTRAINT IF EXISTS "response_ratelimiting_metrics_pkey" CASCADE; EXCEPTION WHEN UNDEFINED_COLUMN THEN -- Do nothing, accept existing state END$$; DO $$ BEGIN ALTER TABLE IF EXISTS ONLY "response_ratelimiting_metrics" ADD PRIMARY KEY ("identifier", "period", "period_date", "service_id", "route_id"); EXCEPTION WHEN UNDEFINED_COLUMN THEN -- Do nothing, accept existing state END$$; DO $$ BEGIN ALTER TABLE IF EXISTS ONLY "response_ratelimiting_metrics" DROP "api_id"; EXCEPTION WHEN UNDEFINED_COLUMN THEN -- Do nothing, accept existing state END$$; ]]) end, }, cassandra = { up = [[ ]], teardown = function(connector) assert(connector:connect_migrations()) assert(connector:query([[ DROP TABLE IF EXISTS response_ratelimiting_metrics; CREATE TABLE IF NOT EXISTS response_ratelimiting_metrics ( identifier text, period text, period_date timestamp, service_id uuid, route_id uuid, value counter, PRIMARY KEY ((identifier, period, period_date, service_id, route_id)) ); ]])) end, }, }
local drow_caster = Loot { resref = "pl_drow_h1_004", [1] = { Store("lt_scrolls") :N(3) :Chance(80), }, } Copy("pl_drow_005", drow_caster) Copy("pl_drow_h1_005", drow_caster) Copy("pl_drow_004", drow_caster)
local variant = Tracker.ActiveVariantUID local items_only = variant:find("itemsonly") local no_pins = variant:find("no_pins") ENABLE_DEBUG_LOG = false --scripts ScriptHost:LoadScript("scripts/logic.lua") -- custom stuff goes here --ScriptHost:LoadScript("scripts/logic.lua") --ScriptHost:LoadScript("scripts/watches.lua") --items Tracker:AddItems("items/items.json") --Tracker:AddItems("items/settings.json") if not items_only then --maps Tracker:AddMaps("maps/maps.json") --locations Tracker:AddLocations("locations/locations.json") --additional locations Tracker:AddLocations("locations/fixed.json") end --layouts Tracker:AddLayouts("layouts/items.json") Tracker:AddLayouts("layouts/broadcast.json") Tracker:AddLayouts("layouts/tracker.json") -- autotracking if PopVersion then ScriptHost:LoadScript("scripts/autotracking.lua") end
math.randomseed(os.time()) require('main.util') require('main.hook') local chatCooldowns = {} local chatCooldownSeconds = 0.5 local function splitArguments (str) local args = {} local split = str:split(' ') local inQuotes for _, word in pairs(split) do if word:startsWith('"') then inQuotes = word elseif inQuotes ~= nil then inQuotes = inQuotes .. ' ' .. word end if inQuotes ~= nil then if word:endsWith('"') then table.insert(args, inQuotes:sub(2, -2)) inQuotes = nil end else table.insert(args, word) end end return args end local function handleChatCommandError (ply, commandName, command, result) local errorString = tostring(result) local _, endPos = errorString:find(': ') local stripped = errorString:sub(endPos + 1) if stripped == 'usage' then local usage = command.usage or commandName messagePlayerWrap(ply, 'Usage: ' .. usage) else if not ply.isAdmin then errorString = stripped end messagePlayerWrap(ply, 'Error: ' .. errorString) end end local function attemptChatCommand (ply, message) local args = splitArguments(message) local commandName = table.remove(args, 1) local command = hook.findCommand(commandName) if not command then return hook.continue end local success, result = pcall(hook.runCommand, commandName, command, ply, ply.human, args) if not success then handleChatCommandError(ply, commandName, command, result) end return hook.override end hook.add( 'PlayerChat', 'main', function (ply, message) local now = os.clock() -- Rate limit chat for non-admins if not ply.isAdmin and chatCooldowns[ply.index] ~= nil and chatCooldowns[ply.index] + chatCooldownSeconds > now then return hook.override end chatCooldowns[ply.index] = now -- Run Lua commands if message:startsWith('/') then return attemptChatCommand(ply, message) end end ) local consolePlayer = { isConsole = true, name = 'Big Brother', data = {}, sendMessage = function (_, message) print('\27[31;1m' .. message .. '\27[0m') end } hook.add( 'ConsoleInput', 'main', function (message) local args = splitArguments(message) local name = table.remove(args, 1) if not name then return end if not name:startsWith('/') then -- Commands that don't start with / can only be invoked by the console if hook.runCommand(name, hook.findCommand(name), args) then return end -- Allow calling regular commands without a preceding slash if hook.runCommand('/' .. name, hook.findCommand('/' .. name), consolePlayer, nil, args) then return end else if hook.runCommand(name, hook.findCommand(name), consolePlayer, nil, args) then return end end print('Command "'..name..'" not found!') end ) local function serializeCommand (name, args) local str = name .. ' ' for _, arg in ipairs(args) do if arg:find(' ') then str = str .. '"' .. arg .. '" ' else str = str .. arg .. ' ' end end return str end hook.add( 'ConsoleAutoComplete', 'main', function (data) data.response = data.response:trim() if #data.response == 0 then return end local args = splitArguments(data.response) local completedName, command = hook.autoCompleteCommand(table.remove(args, 1)) if not completedName then return end if command.autoComplete then command.autoComplete(args) end data.response = serializeCommand(completedName, args) end ) require('main.plugins') hook.add( 'InterruptSignal', 'main', function () for _, plug in pairs(hook.plugins) do plug:disable() end end )
local M = {} function M.registration(register) require("opt.plugins.lsp.null-ls.fish").registration(register) require("opt.plugins.lsp.null-ls.sh").registration(register) require("opt.plugins.lsp.null-ls.json").registration(register) require("opt.plugins.lsp.null-ls.yaml").registration(register) require("opt.plugins.lsp.null-ls.go").registration(register) require("opt.plugins.lsp.null-ls.javascript").registration(register) require("opt.plugins.lsp.null-ls.lua").registration(register) require("opt.plugins.lsp.null-ls.ruby").registration(register) require("opt.plugins.lsp.null-ls.css").registration(register) require("opt.plugins.lsp.null-ls.html").registration(register) end function M.root_patterns() return vim.tbl_flatten({ require("opt.plugins.lsp.null-ls.go").root_patterns(), require("opt.plugins.lsp.null-ls.javascript").root_patterns(), require("opt.plugins.lsp.null-ls.ruby").root_patterns(), }) end return M
vim.lsp.handlers["textDocument/publishDiagnostics"] = vim.lsp.with(vim.lsp.diagnostic.on_publish_diagnostics, { underline = true, update_in_insert = false, virtual_text = false, severity_sort = true, })
local theme={colors={normal={blue={0.48627450980392,0.68627450980392,0.76078431372549,1},green={0.63137254901961,0.70980392156863,0.42352941176471,1},cyan={0.52549019607843,0.75686274509804,0.72549019607843,1},white={0.21960784313725,0.21960784313725,0.21960784313725,1},red={0.67058823529412,0.27450980392157,0.25882352941176,1},magenta={0.72941176470588,0.54509803921569,0.68627450980392,1},black={0.97254901960784,0.97254901960784,0.97254901960784,1},yellow={0.96862745098039,0.7921568627451,0.53333333333333,1}},primary={background={0.97254901960784,0.97254901960784,0.97254901960784,1},foreground={0.21960784313725,0.21960784313725,0.21960784313725,1}},bright={blue={0.34509803921569,0.34509803921569,0.34509803921569,1},green={0.90980392156863,0.90980392156863,0.90980392156863,1},cyan={0.63137254901961,0.41176470588235,0.27450980392157,1},white={0.094117647058824,0.094117647058824,0.094117647058824,1},red={0.86274509803922,0.58823529411765,0.33725490196078,1},magenta={0.15686274509804,0.15686274509804,0.15686274509804,1},black={0.72156862745098,0.72156862745098,0.72156862745098,1},yellow={0.84705882352941,0.84705882352941,0.84705882352941,1}},cursor={text={0.97254901960784,0.97254901960784,0.97254901960784,1},cursor={0.21960784313725,0.21960784313725,0.21960784313725,1}}}} return theme.colors
return { talon_edrag = { buildangle = 0, buildcostenergy = 15000, buildcostmetal = 850, builder = false, buildpic = "talon_edrag.dds", buildtime = 20000, category = "ALL SURFACE UNDERWATER", collisionvolumeoffsets = "0 -3 0", collisionvolumescales = "64 100 64", collisionvolumetype = "CylY", corpse = "fortification", description = "Perimeter Defense", footprintx = 4, footprintz = 4, idleautoheal = 5, idletime = 1800, isfeature = true, levelground = false, losemitheight = 50, mass = 850, maxdamage = 5000, maxslope = 24, maxvelocity = 0, maxwaterdepth = 95, name = "Experimental Wall", noautofire = false, objectname = "talon_edrag", radaremitheight = 100, script = "drag.lua", unitname = "talon_edrag", waterline = 48, yardmap = "wwww wwww wwww wwww", customparams = { buildpic = "talon_edrag.dds", faction = "TALON", }, featuredefs = { fortification = { autoreclaimable = 0, blocking = true, crushResistance = 5000, collisionvolumeoffsets = "0 -3 0", collisionvolumescales = "64 100 64", collisionvolumetype = "CylY", damage = 200000, description = "Experimental Wall", featuredead = "rockteethx", floating = true, footprintx = 4, footprintz = 4, metal = 850, object = "talon_edrag", reclaimable = true, reclaimtime = 16000, customparams = { fromunit = 1, }, }, rockteethx = { animating = 0, animtrans = 0, blocking = true, damage = 20000, description = "Rubble", footprintx = 2, footprintz = 2, height = 20, hitdensity = 100, metal = 290, object = "4X4A", reclaimable = true, shadtrans = 1, world = "greenworld", customparams = { fromunit = 1, }, }, }, sfxtypes = { pieceexplosiongenerators = { [1] = "piecetrail0", [2] = "piecetrail1", [3] = "piecetrail2", [4] = "piecetrail3", [5] = "piecetrail4", [6] = "piecetrail6", }, }, }, }
local dpm = require("dpm") local example = dpm:load("example") example:test()
--- --- Generated by EmmyLua(https://github.com/EmmyLua) --- Created by Administrator. --- DateTime: 2020/10/10 0010 ไธ‹ๅˆ 5:38 --- local mem = require("memory") local m, r; m = mem.new('i', {1, 2, 3}, {-4, -5, -6}) print("---------- test equals ----------") assert(m == mem.new('i', {1, 2, 3}, {-4, -5, -6})) assert(not (m == mem.new('s', {1, 2, 3}, {-4, -5, -6}))) print("------- start test SkMemory -> extract ------ ") r = m.extract(2, 5); print("extract", r) assert(#r == 3) assert(r[0] == 3) assert(r[1] == -4) assert(r[2] == -5) print("------- start test SkMemory -> kickOut ------ ") r = m.kickOut(2); print("kickOut", r) assert(#r == 5) assert(r[0] == 1) assert(r[1] == 2) assert(r[2] == -4) assert(r[3] == -5) assert(r[4] == -6) -- reshape, concat, flip, diag print("------- start test SkMemory -> reshape (rowC, [colC, type, def_val]) ------ ") m = mem.new('i', {1, 2, 3}); print("reshape", m.reshape(4)) assert(m.reshape(4) == mem.new('i', {1, 2, 3, 0})); assert(m.reshape(4, 'f') == mem.new('f', {1, 2, 3, 0})); assert(m.reshape(4, 'd', 10) == mem.new('d', {1, 2, 3, 10})); -- row count = 3, column count = 2, default value = 10. assert(m.reshape(3, 2, 'd', 10) == mem.newMat('d', {1, 2}, {3, 10}, {10, 10} )); print("------- start test SkMemory -> concat ------ (mem, [count, type, defVal])") r = m.concat(mem.new('i', {4, 5, 6})); print("concat", r) assert(r == mem.new('i', {1, 2, 3, 4, 5, 6})) r = m.concat(mem.new('i', {4, 5, 6}), 8); assert(r == mem.new('i', {1, 2, 3, 4, 5, 6, 0, 0})) r = m.concat(mem.new('f', {4, 5, 6}), 8); assert(r == mem.new('f', {1, 2, 3, 4, 5, 6, 0, 0})) r = m.concat(mem.new('f', {4, 5, 6}), 8, 'f'); assert(r == mem.new('f', {1, 2, 3, 4, 5, 6, 0, 0})) r = m.concat(mem.new('f', {4, 5, 6}), 8, 'd', 10); assert(r == mem.new('d', {1, 2, 3, 4, 5, 6, 10, 10})) print("------- start test SkMemory -> flip ------ ") assert(m.flip() == mem.new('i', {3, 2, 1})) print("------- start test SkMemory -> diag ------ ") -- default k = 0, default value = 0 r = m.diag(); print("diag =",r) assert(r == mem.newMat('i', {1, 0, 0}, {0, 2, 0}, {0, 0, 3} )) -- with k = -1. r = m.diag(-1); assert(r == mem.newMat('i', {0, 0, 0, 0}, {1, 0, 0, 0}, {0, 2, 0, 0}, {0, 0, 3, 0} )) -- with k = -1, and default value is 100. r = m.diag(-1, 100); assert(r == mem.newMat('i', {100, 100, 100, 100}, {1, 100, 100, 100}, {100, 2, 100, 100}, {100, 100, 3, 100} )) -- with k = 1. r = m.diag(1); print("diag(1) =", r) assert(r == mem.newMat('i', {0, 1, 0, 0}, {0, 0, 2, 0}, {0, 0, 0, 3}, {0, 0, 0, 0} )) -- with k = 1. default value -100 r = m.diag(1, -100); assert(r == mem.newMat('i', {-100, 1, -100, -100}, {-100, -100, 2, -100}, {-100, -100, -100, 3}, {-100, -100, -100, -100} )) -- with k = 1. type is 's' as short, default value -100 r = m.diag(1, 's', -100); assert(r == mem.newMat('s', {-100, 1, -100, -100}, {-100, -100, 2, -100}, {-100, -100, -100, 3}, {-100, -100, -100, -100} ))
--[[ -- added by wsh @ 2017-12-18 -- ๆ›ดๆ–ฐ็ฎก็†๏ผŒ่ดŸ่ดฃUnityไพงUpdateใ€LateUpdateใ€FixedUpdateๅฏนLua่„šๆœฌ็š„่ฐƒ็”จ -- ๆณจๆ„๏ผš -- 1ใ€ๅˆซ็›ดๆŽฅ็”จtolua็š„UpdateBeatใ€LateUpdateBeatใ€FixedUpdateBeat๏ผŒๆ‰€ๆœ‰้œ€่ฆไปฅไธŠไธ‰ไธชๆ›ดๆ–ฐๅ‡ฝๆ•ฐ็š„่„šๆœฌ๏ผŒ้ƒฝไปŽ่ฟ™้‡Œๆณจๅ†Œใ€‚ -- 2ใ€tolua็š„eventๆฒกๆœ‰ไฝฟ็”จweak่กจ๏ผŒ็›ดๆŽฅไฝฟ็”จtolua็š„ๆ›ดๆ–ฐ็ณป็ปŸไผšๅฏผ่‡ด่„šๆœฌ่ขซeventๆŒๆœ‰ๅผ•็”จ่€Œๆ— ๆณ•้‡Šๆ”พ---้™ค้žๆฏๆฌก้ƒฝ่ฎฐๅพ—ๆ‰‹ๅŠจๅŽป้‡Šๆ”พ --]] local Messenger = require "Framework.Common.Messenger" local UpdateManager = BaseClass("UpdateManager", Singleton) local UpdateMsgName = "Update" local LateUpdateMsgName = "LateUpdateMsgName" local FixedUpdateMsgName = "FixedUpdateMsgName" -- ๆž„้€ ๅ‡ฝๆ•ฐ local function __init(self) -- ๆˆๅ‘˜ๅ˜้‡ -- ๆถˆๆฏไธญๅฟƒ self.ui_message_center = Messenger.New() -- Update self.__update_handle = nil -- LateUpdate self.__lateupdate_handle = nil -- FixedUpdate self.__fixedupdate_handle = nil end -- Updateๅ›ž่ฐƒ local function UpdateHandle(self) self.ui_message_center:Broadcast(UpdateMsgName) end -- LateUpdateๅ›ž่ฐƒ local function LateUpdateHandle(self) self.ui_message_center:Broadcast(LateUpdateMsgName) end -- FixedUpdateๅ›ž่ฐƒ local function FixedUpdateHandle(self) self.ui_message_center:Broadcast(FixedUpdateMsgName) end -- ๅฏๅŠจ local function Startup(self) self:Dispose() self.__update_handle = UpdateBeat:CreateListener(UpdateHandle, UpdateManager:GetInstance()) self.__lateupdate_handle = LateUpdateBeat:CreateListener(LateUpdateHandle, UpdateManager:GetInstance()) self.__fixedupdate_handle = FixedUpdateBeat:CreateListener(FixedUpdateHandle, UpdateManager:GetInstance()) UpdateBeat:AddListener(self.__update_handle) LateUpdateBeat:AddListener(self.__lateupdate_handle) FixedUpdateBeat:AddListener(self.__fixedupdate_handle) end -- ้‡Šๆ”พ local function Dispose(self) if self.__update_handle ~= nil then UpdateBeat:RemoveListener(self.__update_handle) self.__update_handle = nil end if self.__lateupdate_handle ~= nil then LateUpdateBeat:RemoveListener(self.__lateupdate_handle) self.__lateupdate_handle = nil end if self.__fixedupdate_handle ~= nil then FixedUpdateBeat:RemoveListener(self.__fixedupdate_handle) self.__fixedupdate_handle = nil end end -- ๆธ…็†๏ผšๆถˆๆฏ็ณป็ปŸไธ้œ€่ฆๅผบ่กŒๆธ…็† local function Cleanup(self) end -- ๆทปๅŠ Updateๆ›ดๆ–ฐ local function AddUpdate(self, e_listener) self.ui_message_center:AddListener(UpdateMsgName, e_listener) end -- ๆทปๅŠ LateUpdateๆ›ดๆ–ฐ local function AddLateUpdate(self, e_listener) self.ui_message_center:AddListener(LateUpdateMsgName, e_listener) end -- ๆทปๅŠ FixedUpdateๆ›ดๆ–ฐ local function AddFixedUpdate(self, e_listener) self.ui_message_center:AddListener(FixedUpdateMsgName, e_listener) end -- ็งป้™คUpdateๆ›ดๆ–ฐ local function RemoveUpdate(self, e_listener) self.ui_message_center:RemoveListener(UpdateMsgName, e_listener) end -- ็งป้™คLateUpdateๆ›ดๆ–ฐ local function RemoveLateUpdate(self, e_listener) self.ui_message_center:RemoveListener(LateUpdateMsgName, e_listener) end -- ็งป้™คFixedUpdateๆ›ดๆ–ฐ local function RemoveFixedUpdate(self, e_listener) self.ui_message_center:RemoveListener(FixedUpdateMsgName, e_listener) end -- ๆžๆž„ๅ‡ฝๆ•ฐ local function __delete(self) self:Cleanup() self.ui_message_center = nil end UpdateManager.__init = __init UpdateManager.Startup = Startup UpdateManager.Dispose = Dispose UpdateManager.Cleanup = Cleanup UpdateManager.AddUpdate = AddUpdate UpdateManager.AddLateUpdate = AddLateUpdate UpdateManager.AddFixedUpdate = AddFixedUpdate UpdateManager.RemoveUpdate = RemoveUpdate UpdateManager.RemoveLateUpdate = RemoveLateUpdate UpdateManager.RemoveFixedUpdate = RemoveFixedUpdate UpdateManager.__delete = __delete return UpdateManager;
----------------------------------- -- Area: Castle_Zvahl_Baileys ----------------------------------- require("scripts/globals/zone") ----------------------------------- zones = zones or {} zones[tpz.zone.CASTLE_ZVAHL_BAILEYS] = { text = { CONQUEST_BASE = 0, -- Tallying conquest results... ITEM_CANNOT_BE_OBTAINED = 6541, -- You cannot obtain the <item>. Come back after sorting your inventory. ITEM_OBTAINED = 6547, -- Obtained: <item>. GIL_OBTAINED = 6548, -- Obtained <number> gil. KEYITEM_OBTAINED = 6550, -- Obtained key item: <keyitem>. NOTHING_OUT_OF_ORDINARY = 6561, -- There is nothing out of the ordinary here. SENSE_OF_FOREBODING = 6562, -- You are suddenly overcome with a sense of foreboding... FELLOW_MESSAGE_OFFSET = 6576, -- I'm ready. I suppose. CHEST_UNLOCKED = 7223, -- You unlock the chest! COMMON_SENSE_SURVIVAL = 7598, -- It appears that you have arrived at a new survival guide provided by the Adventurers' Mutual Aid Network. Common sense dictates that you should now be able to teleport here from similar tomes throughout the world. }, mob = { MARQUIS_SABNOCK_PH = { [17436879] = 17436881, [17436882] = 17436881, }, LIKHO = 17436714, MARQUIS_ALLOCEN = 17436913, MARQUIS_AMON = 17436918, DUKE_HABORYM = 17436923, GRAND_DUKE_BATYM = 17436927, DARK_SPARK = 17436964, MIMIC = 17436965, }, npc = { TORCH_OFFSET = 17436984, TREASURE_CHEST = 17436997, TREASURE_COFFER = 17436998, }, } return zones[tpz.zone.CASTLE_ZVAHL_BAILEYS]
print("Welcome!") -- files require("ledblink") require("httpserver") dofile("http.lua") -- init.lua pin_wifi = 4 wifi_auto_conn = 1 ip = nil -- wifi mode wifi.setmode(wifi.STATIONAP) -- ap apcfg = { ssid = "node_wifi", pwd = "12345678" } wifi.ap.config(apcfg) -- wifi connection wificfg = { ssid = "", pwd = "", auto = true } wifi.sta.config(wificfg) print("Configure Success!") -- print ip address wifi.eventmon.register(wifi.eventmon.STA_GOT_IP,function(t) ip = t.IP print(ip) end) -- wifi wifi_tmr = 0 -- wifi pin tmr_id wifi.sta.autoconnect(wifi_auto_conn) -- auto connect gpio.mode(pin_wifi,gpio.OUTPUT) wifi.eventmon.register(wifi.eventmon.STA_CONNECTED,function(t) print("WIFI Connected") tmr.unregister(wifi_tmr) gpio.write(pin_wifi,gpio.LOW) end) wifi.eventmon.register(wifi.eventmon.STA_DISCONNECTED,function(t) print("WIFI Disonnected") tmr.alarm(wifi_tmr, 100, tmr.ALARM_AUTO, function() blink(pin_wifi) end) end) wifi.eventmon.register(wifi.eventmon.AP_STACONNECTED,function(t) print("AP Connected") end)
return require("zenbones.util").get_lualine_theme "kanagawabones"
local issue local area slot.set_layout("rooset", "text/html") local issue_id = param.get("issue_id", atom.integer) if issue_id then issue = Issue:new_selector():add_where{"id=?",issue_id}:single_object_mode():exec() issue:load_everything_for_member_id(app.session.member_id) area = issue.area else local area_id = param.get("area_id", atom.integer) area = Area:new_selector():add_where{"id=?",area_id}:single_object_mode():exec() area:load_delegation_info_once_for_member_id(app.session.member_id) end local tab_link = function(is_active, content) local classname = "ml-2 flex-grow-0 text-xs " if is_active then classname = classname .. "text-black font-bold border-b-2 border-black cursor-default" else classname = classname .. "text-blue-600 hover:underline" end ui.tag{ tag="div", attr={class=classname}, content=content, } end -- load the current document slot.put_into("toolbar", slot.use_temporary(function() ui.tag{ tag= "div", attr = { class="max-w-xl mx-auto pt-2" }, content=function() ui.tag{ tag="h3", attr={class="text-xl font-bold leading-tight text-grey-900"}, content=area.name, } ui.tag{ tag="div", attr={class="flex justify-end"}, content=function() -- ui.tag{tag="div", attr={class="flex-grow"}, content=""} tab_link(true, function() ui.tag{ content="Document", } end) tab_link(false, function() ui.link{ module="area", view="show", id=area.id, content="Proposals", } end) end, } end, } end)) ui.tag{ tag = "div", attr = { class="container" }, content=function() ui.tag{ tag = "div", attr = { id="initiative-form" }, content="" } end} ui.tag{ tag = "script", attr = { type="text/javascript", src=config.static_content_host_external .. "/newInitiative.js", }, content="", } local new_initiative_payload = { docsvc_host_external=config.docsvc_host_external, csrf_secret=request.get_csrf_secret(), area_id=tostring(area.id), policy_id=tostring(area.default_policy.id), rev_base_sha=area.current_external_reference, desc_base_sha=area.description_template_external_reference, user_id=tostring(app.session.member_id), open_admitted_sections=json.object{}, -- populated below rev_tk=jwt.encode({ user_id=app.session.member_id, ops={"docsvc.CreateRev", "docsvc.Get"}, base_sha=area.current_external_reference, }), desc_tk=jwt.encode({ user_id=app.session.member_id, ops={"docsvc.CreateDesc", "docsvc.Get"}, }) } if issue_id then new_initiative_payload['issue_id'] = issue_id end for k, open_section in ipairs(area.open_admitted_sections) do new_initiative_payload['open_admitted_sections'][open_section.external_reference] = { IssueID = open_section.issue_id, } end ui.tag{ tag="script", attr = { type="text/javascript" }, content=function() slot.put("/* <![CDATA[ */") slot.put([[ initNewInitiativePage( document.getElementById('initiative-form'), ]] .. encode.json(new_initiative_payload) .. [[ ); ]]) slot.put("/* ]]> */") end }
he = require "he" -- at https://github.com/philanc/he l5 = require "l5" util = require "l5.util" tty = require "l5.tty" fs = require "l5.fs" local spack, sunpack = string.pack, string.unpack local insert, concat = table.insert, table.concat local errm, rpad, repr = util.errm, util.rpad, util.repr local pf, px = util.pf, util.px ------------------------------------------------------------------------ -- test popen2 local POLLIN, POLLOUT = 1, 4 local POLLNVAL, POLLUP, POLLERR = 32, 16, 8 local function pollinout(fdin, fdout, timeout) -- timeout is optional local pfl = { (fdin << 32 | POLLIN << 16), (fdout << 32 | POLLOUT << 16), } local r, err, rin, rout r, err = l5.poll(pfl, timeout) if not r then return nil, err end return r, pfl[1] & 0xffff, pfl[2] & 0xffff end local function popen2raw(exepath, in_str, argl, envl) envl = envl or l5.environ() argl = argl or {} local r, err local rfd0, rfd1 = l5.pipe2() -- child reads from this assert(rfd0, rfd1) local wfd0, wfd1 = l5.pipe2() -- child writes to this assert(wfd0, wfd1) local pid pid, err = l5.fork() if not pid then return nil, "fork error " .. err end if pid == 0 then -- child local r, err l5.close(rfd1) -- close unused ends l5.close(wfd0) -- id. assert(l5.dup2(rfd0, 0)) l5.close(rfd0) assert(l5.dup2(wfd1, 1)) l5.close(wfd1) --~ table.insert(argl, 1, exepath) r, err = l5.execve(exepath, argl, envl) print("CHILD", r, err) os.exit(99) end -- parent l5.close(rfd0) l5.close(wfd1) print("child pid:", pid, "#s", #in_str) -- check if child has already returned -- give the child some time to start ...arghhh smelly and not reliable l5.msleep(100) local WNOHANG = 1 -- waitpid doesnt block wpid = pid --~ local wpid, status = l5.waitpid(pid, WNOHANG) --~ pf("wpid %d status 0x%x exit=%d signal=%d coredump=%d", --~ wpid, status, --~ (status & 0xff00) >> 8, --~ status & 0x7f, --~ status & 0x80) --~ if (status >> 8) & 0xff == 99 then --~ -- child exec error. close wfd0, rfd1 --~ l5.close(wfd0) --~ l5.close(rfd1) --~ return nil, "exec errorzz" --~ end -- write to rfd1, read from wfd0 local rdone, wdone if wpid then wdone = true end -- child already exited. no need to write local r, rr, wr, err, rin, rout local pollerr local cnt local rtot = 0 local si = 1 -- write index local POLLIN, POLLOUT = 1, 4 local POLLNVAL, POLLUP, POLLERR = 32, 16, 8 local rt = {} -- read table local fdin, fdout = wfd0, rfd1 while true do if wdone then -- ignore fdout fdout = -1 end r, rin, rout = pollinout(fdin, fdout) --~ print("pollinout", r, rin, rout) if not r then err = rin print("pollinout error", err) os.exit(99) end if r == 0 then --timeout goto continue end if rdone and wdone then break end if not rdone then -- read if rin == 0 then -- nothing to read elseif rin == POLLNVAL then rdone = true elseif rin & POLLIN == POLLIN then --can read rr, err = l5.read(wfd0) if not rr then print("read error", err) os.exit(99) elseif #rr > 0 then rt[#rt+1] = rr rtot = rtot + #rr --~ print("read n bytes, total", #rr, rtot) else print("read empty string => EOF(?)") rdone = true end elseif rin & POLLUP == POLLUP then rdone = true else print("unknown rin value", rin) end --if rin end --if not rdone if not wdone then -- write if rout == 0 then -- cannot write elseif rout == POLLNVAL then wdone = true elseif rout == POLLERR then wdone = true l5.close(rfd1) pollerr = "cannot write to child process" elseif rout & POLLOUT == POLLOUT then --can write cnt = #in_str - si + 1 if cnt > 4096 then cnt = 4096 end; wr, err = l5.write(rfd1, in_str, si, cnt) if not wr then print("write error", err) os.exit(99) elseif wr > 0 then si = si + wr --~ print("write: wr, si, #s", wr, si, #s) if si >= #in_str then wdone = true l5.close(rfd1) end else print("wrote empty string?", r) end else print("unknown rout value", rout) end --if rout end --if not wdone ::continue:: --~ print("pollinout", r, rin, rout, --~ "read", rr and #rr, --~ "write", wr --~ ) rr = ""; wr = 0 end--while r = table.concat(rt, "") print("#r", #r) wpid, status = l5.waitpid(pid) pf("pid: %s status: %x exit: %d", wpid, status, (status & 0xff00)>>8) if pollerr then return nil, pollerr end return r end --popen2raw() local function popen2(cmd, in_str, envl) envl = envl or l5.environ() local argl = {"bash", "-c", cmd} return popen2raw("/bin/bash", in_str, argl, envl) end function test_popen2raw() local s = assert(he.fget"z856k") local pname = "/bin/gzip" local r, err = popen2raw(pname, s) if not r then print("test_popen2 failed:", err) else he.fput('zzaa.gz', r) print("test_popen2raw: ok.") end end function test_popen2() local s = assert(he.fget"z856k") --~ local cmd = "gzip -xqx 2>&1" local cmd = "pwd -qwe 2>&1" local r, err = popen2(cmd, s, l5.environ()) print("POPEN2", r, err) if not r then print("test_popen2 failed:", err) else he.fput('zzaa.gz', r) print("test_popen2: ok.") end end ------------------------------------------------------------------------ --~ test_popen2raw() test_popen2() ------------------------------------------------------------------------ --[[ TEMP NOTES ]]
ProtocolAdapter = ProtocolAdapter or {} function ProtocolAdapter:AdaptSCVisibleObjEnterRole(role_id, c_datastream) local role = RoleManager.Instance:GetRoleById(role_id) if nil == c_datastream or nil == role then return end c_datastream:WriteShort(role:GetCommonData():GetTianxiangeLevel()) c_datastream:WriteShort(0) end
AddCSLuaFile() SWEP.Base = "voxel_base" SWEP.PrintName = "Twin-linked SMG" SWEP.Category = "Ace of Spades" SWEP.Author = "TankNut" SWEP.Slot = 2 SWEP.AdminOnly = false SWEP.Spawnable = true SWEP.DrawCrosshair = true SWEP.Primary.ClipSize = 60 SWEP.Primary.DefaultClip = 240 SWEP.Primary.Ammo = "SMG1" SWEP.Primary.Automatic = true SWEP.Model = "smg" SWEP.ModelScale = 1 SWEP.MuzzleEffect = "voxel_muzzle_smg" SWEP.TracerEffect = "voxel_tracer_smg" SWEP.HoldType = "ar2" SWEP.HoldTypeLower = "passive" SWEP.Damage = 29 SWEP.DamageType = DMG_BULLET SWEP.Spread = 0.012 SWEP.Delay = 0.1 SWEP.Recoil = Vector(0.0125, 0.01275, 0) SWEP.RecoilMult = 2 SWEP.AimDistance = 10 SWEP.Sound = { Fire = Sound("voxel/smg_shoot.wav"), Reload = Sound("voxel/smg_reload.wav") } SWEP.ReloadTime = 2.5 SWEP.VMOffset = { Pos = Vector(12, -6, -8) } SWEP.Attachments = { { Model = "smg", Pos = Vector(0, 1, 0) }, { Model = "smg", Pos = Vector(0, -1, 0) } } if CLIENT then function SWEP:GetMuzzlePos(pos, ang) local index = tobool(self:Clip1() % 2 == 1) local v = self.Attachments[index and 1 or 2] local origin = {voxel.GetPos(self.Model, pos, ang, self.ModelScale, v.Attachment, v.Pos, v.Ang)} return voxel.GetPos(v.Model, origin[1], origin[2], self.ModelScale, "Muzzle") end function SWEP:DrawVoxelModel(pos, ang) if voxel.HasAttachment(self.Model, "Aimpoint") then self:DrawAimpoint(pos, ang) end self:DrawAttachments(pos, ang) end end
--[[ AoESkillshotPosition 2.0 by monogato GetAoESpellPosition(radius, main_target, [delay]) returns best position in order to catch as many enemies as possible with your AoE skillshot, making sure you get the main target. Note: You can optionally add delay in ms for prediction (VIP if avaliable, normal else). ]] function GetCenter(points) local sum_x = 0 local sum_z = 0 for i = 1, #points do sum_x = sum_x + points[i].x sum_z = sum_z + points[i].z end local center = {x = sum_x / #points, y = 0, z = sum_z / #points} return center end function ContainsThemAll(circle, points) local radius_sqr = circle.radius*circle.radius local contains_them_all = true local i = 1 while contains_them_all and i <= #points do contains_them_all = GetDistanceSqr(points[i], circle.center) <= radius_sqr i = i + 1 end return contains_them_all end -- The first element (which is gonna be main_target) is untouchable. function FarthestFromPositionIndex(points, position) local index = 2 local actual_dist_sqr local max_dist_sqr = GetDistanceSqr(points[index], position) for i = 3, #points do actual_dist_sqr = GetDistanceSqr(points[i], position) if actual_dist_sqr > max_dist_sqr then index = i max_dist_sqr = actual_dist_sqr end end return index end function RemoveWorst(targets, position) local worst_target = FarthestFromPositionIndex(targets, position) table.remove(targets, worst_target) return targets end function GetInitialTargets(radius, main_target) local targets = {main_target} local diameter_sqr = 4 * radius * radius for i=1, heroManager.iCount do target = heroManager:GetHero(i) if target.networkID ~= main_target.networkID and ValidTarget(target) and GetDistanceSqr(main_target, target) < diameter_sqr then table.insert(targets, target) end end return targets end function GetPredictedInitialTargets(radius, main_target, delay) if VIP_USER and not vip_target_predictor then vip_target_predictor = TargetPredictionVIP(nil, nil, delay/1000) end local predicted_main_target = VIP_USER and vip_target_predictor:GetPrediction(main_target) or GetPredictionPos(main_target, delay) local predicted_targets = {predicted_main_target} local diameter_sqr = 4 * radius * radius for i=1, heroManager.iCount do target = heroManager:GetHero(i) if ValidTarget(target) then predicted_target = VIP_USER and vip_target_predictor:GetPrediction(target) or GetPredictionPos(target, delay) if target.networkID ~= main_target.networkID and GetDistanceSqr(predicted_main_target, predicted_target) < diameter_sqr then table.insert(predicted_targets, predicted_target) end end end return predicted_targets end -- I donยดt need range since main_target is gonna be close enough. You can add it if you do. function GetAoESpellPosition(radius, main_target, delay) local targets = delay and GetPredictedInitialTargets(radius, main_target, delay) or GetInitialTargets(radius, main_target) local position = GetCenter(targets) local best_pos_found = true local circle = Circle(position, radius) circle.center = position if #targets > 2 then best_pos_found = ContainsThemAll(circle, targets) end while not best_pos_found do targets = RemoveWorst(targets, position) position = GetCenter(targets) circle.center = position best_pos_found = ContainsThemAll(circle, targets) end return position end
-- [[ -- pbr -- poembyrabb.it -- widgets, utilities and scripts for Awesome WM -- -- ]] local helpers = require("pbr.helpers") local wibox = require("wibox") local widget = {} widget = awful.widget.textbox() widget:set_text("battery ") mybatterytimer = timer({ timeout = 30 }) mybatterytimer:connect_signal("timeout", function () fh = assert(io.popen( return battery
local GT = {} GT.Identity = "tiny_combos" GT.Locale = { ["name"] = { ["english"] = "Sky Tiny", ["russian"] = "ะžะฑะปะฐั‡ะฝั‹ะน Tiny" }, ["desc"] = { ["english"] = "Tiny combo", ["russian"] = "ะšะพะผะฑะพ ะฝะฐ ั‚ะธะฝะธ" }, ["order"] = { ["english"] = "Select combo order", ["russian"] = "ะ’ั‹ะฑะตั€ะธั‚ะต ะฟะพั€ัะดะพะบ ะบะฐัั‚ะฐ ัะฟะพัะพะฑะฝะพัั‚ะตะน" }, ["combo"] = { ["english"] = "Combo Key", ["russian"] = "ะšะพะผะฑะพ ะบะปะฐะฒะธัˆะฐ" }, ["slider"] = { ["english"] = "Closest to mouse range", ["russian"] = "ะ ะฐะดะธัƒั ะฟะพะธัะบะฐ ะฑะปะธะถะฝะตะณะพ" } } GT.Items = { ["item_blink"] = "resource/flash3/images/items/", ["item_veil_of_discord"] = "resource/flash3/images/items/", ["item_soul_ring"] = "resource/flash3/images/items/", ["item_orchid"] = "resource/flash3/images/items/", ["item_bloodthorn"] = "resource/flash3/images/items/", ["tiny_avalanche"] = "resource/flash3/images/spellicons/", ["tiny_toss"] = "resource/flash3/images/spellicons/", ["item_dagon"] = "resource/flash3/images/items/", ["item_sheepstick"] = "resource/flash3/images/items/", ["item_ethereal_blade"] = "resource/flash3/images/items/" } GT.CastTypes = { ["item_blink"] = 3, ["item_veil_of_discord"] = 3, ["item_soul_ring"] = 1, ["item_orchid"] = 2, ["item_bloodthorn"] = 2, ["tiny_avalanche"] = 3, ["tiny_toss"] = 2, ["item_dagon"] = 2, ["item_sheepstick"] = 2, ["item_ethereal_blade"] = 2 } function GT.OnDraw() if GUI == nil then return end if not GUI.Exist(GT.Identity) then GUI.Initialize(GT.Identity, GUI.Category.Heroes, GT.Locale["name"], GT.Locale["desc"], "paroxysm, Beastmode, Jerfelly", "npc_dota_hero_tiny") GUI.AddMenuItem(GT.Identity, GT.Identity .. "ordercast", GT.Locale["order"], GUI.MenuType.OrderBox, GT.Items, "", "item_", 36, 36) GUI.AddMenuItem(GT.Identity, GT.Identity .. "combokey", GT.Locale["combo"], GUI.MenuType.Key, "F", GT.Skycombo) GUI.AddMenuItem(GT.Identity, GT.Identity .. "closest", GT.Locale["slider"], GUI.MenuType.Slider, 100, 800, 50) end end function GT.Skycombo() if not GUI.IsEnabled(GT.Identity) then return end local self = Heroes.GetLocal() if NPC.GetUnitName(self) ~= "npc_dota_hero_tiny" then return end local hero = Input.GetNearestHeroToCursor(Entity.GetTeamNum(self), Enum.TeamType.TEAM_ENEMY) if not hero or not NPC.IsPositionInRange(hero, Input.GetWorldCursorPos(), GUI.Get(GT.Identity .. "closest"), 0) then return end local ordercast = GUI.Get(GT.Identity .. "ordercast", 1) if ordercast == nil then return end local position = Entity.GetAbsOrigin(hero) local manapoint = NPC.GetMana(self) for i = 1, Length(ordercast) do GT.Cast(ordercast[i], self, hero, position, manapoint) end if not NPC.HasModifier(hero, "modifier_item_ethereal_blade_slow") then Player.PrepareUnitOrders(Players.GetLocal(), 4, hero, Vector(0,0,0), hero, Enum.PlayerOrderIssuer.DOTA_ORDER_ISSUER_PASSED_UNIT_ONLY, self) end end function GT.Cast(name, self, hero, position, manapoint) if not GUI.SleepReady(GT.Identity .. "cast" .. name) then return end local ability = NPC.GetItem(self, name, true) or NPC.GetAbility(self, name) if name == "item_dagon" then ability = NPC.GetItem(self, "item_dagon", true) for i = 0, 5 do if not ability then ability = NPC.GetItem(self, "item_dagon_" .. i, true) end end end local casttype = GT.CastTypes[name] if ability == nil then return end if ability and Ability.IsCastable(ability, manapoint) and Ability.IsReady(ability) then if casttype == 1 then Ability.CastNoTarget(ability) elseif casttype == 2 then Ability.CastTarget(ability, hero) else Ability.CastPosition(ability, position) end end GUI.Sleep(GT.Identity .. "cast" .. name, 0.1) end return GT
local PQueue = include(".lib.pqueue", ...) local ok, skynet = pcall(require, "skynet") skynet = ok and skynet local _queue = PQueue(function(a, b) return b.deadline - a.deadline end) local kMCacheInterval = 60*10+1 local _caches = {} local function get_data(key) local cache = _caches[key] if cache then if os.time() <= cache.deadline then return cache.data end _caches[key] = nil _queue.remove(cache) end end local function set_data(key, data, timeout) if timeout == 0 or timeout > kMCacheInterval then timeout = kMCacheInterval end local cache = { data = data, key = key, deadline = os.time()+timeout } _caches[key] = cache local tmp = _queue.peek() while tmp do if os.time()>tmp.deadline or _queue.count() > 1000 then _queue.poll() _caches[tmp.key] = nil else break end tmp = _queue.peek() end _queue.offer(cache) end ------------------------------------------------- --cached ------------------------------------------------- local cached = {} if skynet then local _cached local thread_queue = {} skynet.fork(function() _cached = skynet.uniqueservice("meiru/cached") for _,thread in ipairs(thread_queue) do skynet.wakeup(thread) end thread_queue = nil end) local function set(key, data, timeout) assert(type(key) == 'string' and #key > 0) set_data(key, data, timeout or 0) if timeout and timeout < kMCacheInterval then return end data = skynet.packstring(data) return skynet.call(_cached, "lua", "set", key, data, timeout) end local function get(key) assert(type(key) == 'string' and #key > 0) local data = get_data(key) if data then return data end local data, deadline = skynet.call(_cached, "lua", "get", key) if data then data = skynet.unpack(data) set_data(key, data, deadline-os.time()) end return data end setmetatable(cached, {__index = function(t, cmd) if not _cached then local thread = coroutine.running() table.insert(thread_queue, thread) skynet.wait(thread) end if cmd == 'set' then t[cmd] = set return set elseif cmd == 'get' then t[cmd] = get return get end local f = function(...) return skynet.call(_cached, "lua", cmd, ...) end t[cmd] = f return f end}) else function cached.set(key, data, timeout) assert(type(key) == 'string' and #key > 0) set_data(key, data, timeout or 0) end function cached.get(key) assert(type(key) == 'string' and #key > 0) local data = get_data(key) if data then return data end end end return cached
๏ปฟprint("loaded"); function JarCore() end
target("RocketEngineMultiThread") set_kind("static") add_files("*.cpp") add_options("console_log") add_options("memory_check") target_end()
PROPERTIES = { } function Initialize() msXP = SKIN:GetValue('Background') end -- function Initialize function Update() valXP = msXP:GetValue() if valXP < 50 then SKIN:Bang('!SetOption Level1 Text \"Level: 1\"') SKIN:Bang('!SetOption XPmeterBG2 ValueReminder \"50\"') SKIN:Bang('!SetOption XpLeft Formula \"(50 - XpSystem)\"') elseif valXP < 100 then SKIN:Bang('!SetOption Level1 Text \"Level: 2\"') SKIN:Bang('!SetOption XPmeterBG2 ValueReminder \"100\"') SKIN:Bang('!SetOption XpLeft Formula \"(100 - XpSystem)\"') elseif valXP < 200 then SKIN:Bang('!SetOption Level1 Text \"Level: 3\"') SKIN:Bang('!SetOption XPmeterBG2 ValueReminder \"200\"') SKIN:Bang('!SetOption XpLeft Formula \"(200 - XpSystem)\"') elseif valXP < 400 then SKIN:Bang('!SetOption Level1 Text \"Level: 4\"') SKIN:Bang('!SetOption XPmeterBG2 ValueReminder \"400\"') SKIN:Bang('!SetOption XpLeft Formula \"(400 - XpSystem)\"') elseif valXP < 600 then SKIN:Bang('!SetOption Level1 Text \"Level: 5\"') SKIN:Bang('!SetOption XPmeterBG2 ValueReminder \"600\"') SKIN:Bang('!SetOption XpLeft Formula \"(600 - XpSystem)\"') elseif valXP < 800 then SKIN:Bang('!SetOption Level1 Text \"Level: 6\"') SKIN:Bang('!SetOption XPmeterBG2 ValueReminder \"800\"') SKIN:Bang('!SetOption XpLeft Formula \"(800 - XpSystem)\"') elseif valXP < 1000 then SKIN:Bang('!SetOption Level1 Text \"Level: 7\"') SKIN:Bang('!SetOption XPmeterBG2 ValueReminder \"1000\"') SKIN:Bang('!SetOption XpLeft Formula \"(1000 - XpSystem)\"') elseif valXP < 1500 then SKIN:Bang('!SetOption Level1 Text \"Level: 8\"') SKIN:Bang('!SetOption XPmeterBG2 ValueReminder \"1500\"') SKIN:Bang('!SetOption XpLeft Formula \"(1500 - XpSystem)\"') elseif valXP < 2000 then SKIN:Bang('!SetOption Level1 Text \"Level: 9\"') SKIN:Bang('!SetOption XPmeterBG2 ValueReminder \"2000\"') SKIN:Bang('!SetOption XpLeft Formula \"(2000 - XpSystem)\"') elseif valXP < 3000 then SKIN:Bang('!SetOption Level1 Text \"Level: 10\"') SKIN:Bang('!SetOption XPmeterBG2 ValueReminder \"3000\"') SKIN:Bang('!SetOption XpLeft Formula \"(3000 - XpSystem)\"') elseif valXP < 5000 then SKIN:Bang('!SetOption Level1 Text \"Level: 11\"') SKIN:Bang('!SetOption XPmeterBG2 ValueReminder \"5000\"') SKIN:Bang('!SetOption XpLeft Formula \"(5000 - XpSystem)\"') elseif valXP < 50000 then SKIN:Bang('!SetOption Level1 Text \"OverLord!\"') SKIN:Bang('!SetOption XPmeterBG2 ValueReminder \"50000\"') SKIN:Bang('!SetOption XpLeft Formula \"(50000 - XpSystem)\"') else SKIN:Bang('!SetOption Level1 Text \"NA\"') end end -- function Update
-- Copyright (c) 2021 ๆฆ†ๆŸณๆพ -- https://github.com/wzhengsen/LuaOOP -- 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 rawset = rawset; local error = error; local type = type; local Config = require("OOP.Config"); local Version = Config.Version; local i18n = require("OOP.i18n"); local Internal = require("OOP.Variant.Internal"); local ClassesMembers = Internal.ClassesMembers; local Compat = require("OOP.Version.Compat"); local bits = Compat.bits; local band = bits.band; local bor = bits.bor; local Debug = Config.Debug; local MetaMapName = Config.MetaMapName; local AllEnumerations = Internal.AllEnumerations; local AllClasses = Internal.AllClasses; local ClassesReadable = Internal.ClassesReadable; local ClassesWritable = Internal.ClassesWritable; local new = Config.new; local delete = Config.delete; local public = Config.Qualifiers.public; local private = Config.Qualifiers.private; local protected = Config.Qualifiers.protected; local static = Config.Qualifiers.static; local const = Config.Qualifiers.const; local final = Config.Qualifiers.final; local virtual = Config.Qualifiers.virtual; local get = Config.get; local set = Config.set; local BitsMap = { [public] = 2 ^ 0, [private] = 2 ^ 1, [protected] = 2 ^ 2, [static] = 2 ^ 3, [const] = 2 ^ 4, [final] = 2 ^ 5, [get] = 2 ^ 6, [set] = 2 ^ 7, [virtual] = 2 ^ 8 }; if Version > 5.2 then BitsMap[public] = math.tointeger(BitsMap[public]); BitsMap[private] = math.tointeger(BitsMap[private]); BitsMap[protected] = math.tointeger(BitsMap[protected]); BitsMap[static] = math.tointeger(BitsMap[static]); BitsMap[const] = math.tointeger(BitsMap[const]); BitsMap[final] = math.tointeger(BitsMap[final]); BitsMap[get] = math.tointeger(BitsMap[get]); BitsMap[set] = math.tointeger(BitsMap[set]); BitsMap[virtual] = math.tointeger(BitsMap[virtual]); end local Permission = { public = BitsMap[public], private = BitsMap[private], protected = BitsMap[protected], static = BitsMap[static], const = BitsMap[const], final = BitsMap[final], get = BitsMap[get], set = BitsMap[set], virtual = BitsMap[virtual] } local p_static = Permission.static; local p_virtual = Permission.virtual; local p_get = Permission.get; local p_final = Permission.final; local Router = {}; local Pass = nil; local Done = nil; local decor = 0; local cls = 0; local function Begin(self,outCls,key) decor = 0; cls = outCls; return Pass(self,key); end if Debug then local ctor = Config.ctor; local dtor = Config.dtor; local FunctionWrapper = Compat.FunctionWrapper; local ClassesAll = Internal.ClassesAll; local FinalClassesMembers = Internal.FinalClassesMembers; local ClassesPermisssions = Internal.ClassesPermisssions; local VirtualClassesMembers = Internal.VirtualClassesMembers; local RouterReservedWord = Internal.RouterReservedWord; -- It is only under debug that the values need to be routed to the corresponding fields of the types. -- To save performance, all qualifiers will be ignored under non-debug. -- Rules: -- 1 - There can be no duplicate qualifiers; -- 2 - public/private/protected cannot be used together; -- 3 - static cannot qualify constructors and destructors; -- 4 - Can't use qualifiers that don't exist; -- 5 - Reserved words cannot be modified (__singleton__/friends/handlers). Pass = function(self,key) local bit = BitsMap[key]; if bit then if band(decor,bit) ~= 0 then error((i18n"The %s qualifier is not reusable."):format(key)); elseif band(decor,0x7) ~= 0 and band(bit,0x7) ~= 0 then -- Check public,private,protected,they are 0x7 error((i18n"The %s qualifier cannot be used in conjunction with other access qualifiers."):format(key)); elseif band(decor,0xd0) ~= 0 and band(bit,0xd0) ~= 0 then -- Check set,get,const,they are 0xd0 error((i18n"%s,%s,%s cannot be used at the same time."):format(get,set,const)); else local temp = bor(bit,decor); if band(temp,p_virtual) ~= 0 and band(temp,p_virtual - 1) ~= 0 then error(i18n"It is not necessary to use pure virtual functions with other qualifiers."); end end decor = bor(decor,bit); else local get_set = band(decor,0xc0); if get_set ~= 0 then if bor(decor,0xc0) == 0xc0 then Internal.CheckPermission(cls,key,false); local property = (get_set == p_get and ClassesReadable or ClassesWritable)[cls][key]; if property then return property[1]; else error((i18n"There is no such property. - %s"):format(key)); end end end error((i18n"There is no such qualifier. - %s"):format(key)); end return self; end Done = function(_,key,value) if FinalClassesMembers[cls][key] then error((i18n"You cannot define final members again. - %s"):format(key)); end local bit = BitsMap[key] or RouterReservedWord[key]; if bit then error((i18n"The name is unavailable. - %s"):format(key)); end local meta = MetaMapName[key]; if meta then error((i18n"You cannot qualify meta-methods. - %s"):format(key)); end local vcm = VirtualClassesMembers[cls]; if decor == p_virtual then if value ~= 0 then error((i18n"The pure virtual function %s must be assigned a value of 0."):format(key)); end vcm[key] = true; decor = 0; cls = nil; return; end local isStatic = band(decor,p_static) ~= 0; if isStatic and (key == ctor or key == dtor) then error((i18n"%s qualifier cannot qualify %s method."):format(static,key)); end if band(decor,0x7) == 0 then -- Without the public qualifier, public is added by default. decor = bor(decor,0x1); end local vt = type(value); local isFunction = "function" == vt; if vcm[key] then -- Check pure virtual functions. if not isFunction then error((i18n"%s must be overridden as a function."):format(key)); end if isStatic then error((i18n"The pure virtual function %s cannot be overridden as a static function."):format(key)); end vcm[key] = nil; end local get_set = band(decor,0xc0); if isFunction then value = FunctionWrapper(cls,value); elseif get_set == 0 then local isTable = "table" == vt; -- For non-functional, non-static members,non-class objects,non-enumeration objects, -- add to the member table and generate it for each instance. if not isStatic and (not isTable or (not AllEnumerations[value] and not AllClasses[value])) then ClassesMembers[cls][key] = value; end end local pms = ClassesPermisssions[cls]; pms[key] = decor; if get_set ~= 0 then if not isFunction then error((i18n"A function must be assigned to the property %s."):format(key)); end if key == ctor or key == dtor then error((i18n"%s and %s can't be used as property."):format(ctor,dtor)); end -- The property is set to a special table -- with index 1 representing the function assigned to the property -- and index 2 representing whether the property is a static property. (get_set == p_get and ClassesReadable or ClassesWritable)[cls][key] = {value,isStatic}; else ClassesAll[cls][key] = value; if key == ctor then -- Reassign permissions to "new", which are the same as ctor with the static qualifier. pms[new] = bor(decor,0x8); elseif key == dtor then pms[delete] = decor; end end if band(decor,p_final) ~= 0 then FinalClassesMembers[cls][key] = true; end decor = 0; cls = nil; end else local ClassesMetas = Internal.ClassesMetas; -- In non-debug mode, no attention is paid to any qualifiers other than static. Pass = function(self,key) local bit = BitsMap[key]; if bit then decor = bor(decor,bit); else local get_set = band(decor,0xc0); if get_set ~= 0 then local property = (get_set == p_get and ClassesReadable or ClassesWritable)[cls][key]; return property and property[1] or nil; end end return self; end Done = function(_,key,value) if band(decor,p_virtual) ~= 0 then -- Skip pure virtual functions. decor = 0; cls = nil; return; end local vt = type(value); local isFunction = "function" == vt; local isTable = "table" == vt; local isStatic = band(decor,p_static) ~= 0; local get_set = band(decor,0xc0); if not isFunction and not isStatic and get_set == 0 and (not isTable or (not AllEnumerations[value] and not AllClasses[value])) then ClassesMembers[cls][key] = value; end if get_set ~= 0 then (get_set == p_get and ClassesReadable or ClassesWritable)[cls][key] = {value,isStatic}; else rawset(cls,key,value); end decor = 0; cls = nil; local meta = MetaMapName[key]; if meta then local metas = ClassesMetas[cls]; metas[key] = value; end end end setmetatable(Router,{ __index = function (self,key) return Pass(self,key); end, __newindex = function (self,key,val) Done(self,key,val); end }); return { Router = Router, BitsMap = BitsMap, Permission = Permission, Begin = Begin };
local status, hyperModeAppMappings = pcall(require, 'NotSpoons/hyper-apps') local message = require('NotSpoons/status-message') if not status then hyperModeAppMappings = require('NotSpoons/hyper-apps-defaults') end for i, mapping in ipairs(hyperModeAppMappings) do hs.hotkey.bind({'shift', 'ctrl', 'alt', 'cmd'}, mapping[1], function() local appName = mapping[2] local appIcon = mapping[3] local appIconFont = mapping[4] local app = hs.application.get(appName) if app then app:activate() else -- Setup status message local statusMessage = message.new(appIcon, appIconFont) statusMessage.hidden = function() statusMessage:hide() end -- hs.alert.show('Launching ' .. appName) -- hs.alert.show(appName) -- Show status message, then hide it statusMessage:show() hs.application.launchOrFocus(appName) hs.timer.doAfter(1, statusMessage.hidden) end end) end
--Copyright (C) 2009 <SWGEmu> --This File is part of Core3. --This program is free software; you can redistribute --it and/or modify it under the terms of the GNU Lesser --General Public License as published by the Free Software --Foundation; either version 2 of the License, --or (at your option) any later version. --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. --See the GNU Lesser General Public License for --more details. --You should have received a copy of the GNU Lesser General --Public License along with this program; if not, write to --the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA --Linking Engine3 statically or dynamically with other modules --is making a combined work based on Engine3. --Thus, the terms and conditions of the GNU Lesser General Public License --cover the whole combination. --In addition, as a special exception, the copyright holders of Engine3 --give you permission to combine Engine3 program with free software --programs or libraries that are released under the GNU LGPL and with --code included in the standard release of Core3 under the GNU LGPL --license (or modified versions of such code, with unchanged license). --You may copy and distribute such a system following the terms of the --GNU LGPL for Engine3 and the licenses of the other code concerned, --provided that you include the source code of that other code when --and as the GNU LGPL requires distribution of source code. --Note that people who make modified versions of Engine3 are not obligated --to grant this special exception for their modified versions; --it is their choice whether to do so. The GNU Lesser General Public License --gives permission to release a modified version without this exception; --this exception also makes it possible to release a modified version --which carries forward this exception. object_tangible_wearables_wookiee_shared_wke_gloves_s01 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_gloves_s01.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_gloves_s01_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/gloves_long.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_gloves_s01", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_gloves_s01", noBuildRadius = 0, objectName = "@wearables_name:wke_gloves_s01", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 982220507, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_gloves_long.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_gloves_s01, "object/tangible/wearables/wookiee/shared_wke_gloves_s01.iff") object_tangible_wearables_wookiee_shared_wke_gloves_s02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_gloves_s02.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_gloves_s02_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/gloves_long.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_gloves_s02", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_gloves_s02", noBuildRadius = 0, objectName = "@wearables_name:wke_gloves_s02", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 3785152076, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_gloves_long.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_gloves_s02, "object/tangible/wearables/wookiee/shared_wke_gloves_s02.iff") object_tangible_wearables_wookiee_shared_wke_gloves_s03 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_gloves_s03.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_gloves_s03_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/gloves_long.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_gloves_s03", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_gloves_s03", noBuildRadius = 0, objectName = "@wearables_name:wke_gloves_s03", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 2828120513, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_gloves_long.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_gloves_s03, "object/tangible/wearables/wookiee/shared_wke_gloves_s03.iff") object_tangible_wearables_wookiee_shared_wke_gloves_s04 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_gloves_s04.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_gloves_s04_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/gloves_long.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_gloves_s04", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_gloves_s04", noBuildRadius = 0, objectName = "@wearables_name:wke_gloves_s04", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 1400019669, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_gloves_long.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_gloves_s04, "object/tangible/wearables/wookiee/shared_wke_gloves_s04.iff") object_tangible_wearables_wookiee_shared_wke_hat_s01 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_hat_s01.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_hat_s01_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/hat.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_hat_s01", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_hat_s01", noBuildRadius = 0, objectName = "@wearables_name:wke_hat_s01", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 143220595, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_hat.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_hat_s01, "object/tangible/wearables/wookiee/shared_wke_hat_s01.iff") object_tangible_wearables_wookiee_shared_wke_hood_s01 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_hood_s01.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_hood_s01_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/hat.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_hood_s01", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_hood_s01", noBuildRadius = 0, objectName = "@wearables_name:wke_hood_s01", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 773028987, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_hat.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_hood_s01, "object/tangible/wearables/wookiee/shared_wke_hood_s01.iff") object_tangible_wearables_wookiee_shared_wke_hood_s02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_hood_s02.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_hood_s02_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/hat.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_hood_s02", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_hood_s02", noBuildRadius = 0, objectName = "@wearables_name:wke_hood_s02", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 4110734572, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_hat.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_hood_s02, "object/tangible/wearables/wookiee/shared_wke_hood_s02.iff") object_tangible_wearables_wookiee_shared_wke_hood_s03 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_hood_s03.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_hood_s03_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/hat.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_hood_s03", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_hood_s03", noBuildRadius = 0, objectName = "@wearables_name:wke_hood_s03", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 3154752353, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_hat.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_hood_s03, "object/tangible/wearables/wookiee/shared_wke_hood_s03.iff") object_tangible_wearables_wookiee_shared_wke_lifeday_robe = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_lifeday_robe.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_lifeday_robe_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/robe_longsleeve.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_lifeday_robe", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "wearables_lookat", noBuildRadius = 0, objectName = "@wearables_name:wke_lifeday_robe", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 1294873415, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_robe_longsleeve.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_lifeday_robe, "object/tangible/wearables/wookiee/shared_wke_lifeday_robe.iff") object_tangible_wearables_wookiee_shared_wke_lifeday_robe_f = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_lifeday_robe_f.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_lifeday_robe_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/robe_longsleeve.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_lifeday_robe_f", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "wearables_lookat", noBuildRadius = 0, objectName = "@wearables_name:wke_lifeday_robe", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 2316465710, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_robe_longsleeve.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_lifeday_robe_f, "object/tangible/wearables/wookiee/shared_wke_lifeday_robe_f.iff") object_tangible_wearables_wookiee_shared_wke_lifeday_robe_m = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_lifeday_robe_m.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_lifeday_robe_m.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/robe_longsleeve.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_lifeday_robe", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "wearables_lookat", noBuildRadius = 0, objectName = "@wearables_name:wke_lifeday_robe", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 283957695, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_robe_longsleeve.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_lifeday_robe_m, "object/tangible/wearables/wookiee/shared_wke_lifeday_robe_m.iff") object_tangible_wearables_wookiee_shared_wke_shirt_s01 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_shirt_s01.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_shirt_s01_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/shirt.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_shirt_s01", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_shirt_s01", noBuildRadius = 0, objectName = "@wearables_name:wke_shirt_s01", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 2791438893, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_shirt.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_shirt_s01, "object/tangible/wearables/wookiee/shared_wke_shirt_s01.iff") object_tangible_wearables_wookiee_shared_wke_shirt_s02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_shirt_s02.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_shirt_s02_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/shirt.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_shirt_s02", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_shirt_s02", noBuildRadius = 0, objectName = "@wearables_name:wke_shirt_s02", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 2104906426, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_shirt.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_shirt_s02, "object/tangible/wearables/wookiee/shared_wke_shirt_s02.iff") object_tangible_wearables_wookiee_shared_wke_shirt_s03 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_shirt_s03.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_shirt_s03_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/shirt.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_shirt_s03", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_shirt_s03", noBuildRadius = 0, objectName = "@wearables_name:wke_shirt_s03", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 880489783, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_shirt.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_shirt_s03, "object/tangible/wearables/wookiee/shared_wke_shirt_s03.iff") object_tangible_wearables_wookiee_shared_wke_shirt_s04 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_shirt_s04.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_shirt_s04_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/shirt.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_shirt_s04", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_shirt_s04", noBuildRadius = 0, objectName = "@wearables_name:wke_shirt_s04", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 3482852899, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_shirt.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_shirt_s04, "object/tangible/wearables/wookiee/shared_wke_shirt_s04.iff") object_tangible_wearables_wookiee_shared_wke_shoulder_pad_s01 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_shoulder_pad_s01.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_shoulder_pad_s01_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/shirt.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_shoulder_pads_s01", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_shoulder_pads_s01", noBuildRadius = 0, objectName = "@wearables_name:wke_shoulder_pads_s01", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 1209883613, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_shirt.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_shoulder_pad_s01, "object/tangible/wearables/wookiee/shared_wke_shoulder_pad_s01.iff") object_tangible_wearables_wookiee_shared_wke_shoulder_pad_s02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_shoulder_pad_s02.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_shoulder_pad_s02_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/shirt.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_shoulder_pads_s02", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_shoulder_pads_s02", noBuildRadius = 0, objectName = "@wearables_name:wke_shoulder_pads_s02", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 2466968394, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_shirt.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_shoulder_pad_s02, "object/tangible/wearables/wookiee/shared_wke_shoulder_pad_s02.iff") object_tangible_wearables_wookiee_shared_wke_skirt_s01 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_skirt_s01.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_skirt_s01_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/skirt.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_skirt_s01", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_skirt_s01", noBuildRadius = 0, objectName = "@wearables_name:wke_skirt_s01", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 2927288103, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_skirt.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_skirt_s01, "object/tangible/wearables/wookiee/shared_wke_skirt_s01.iff") object_tangible_wearables_wookiee_shared_wke_skirt_s02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_skirt_s02.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_skirt_s02_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/skirt.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_skirt_s02", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_skirt_s02", noBuildRadius = 0, objectName = "@wearables_name:wke_skirt_s02", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 1970108336, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_skirt.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_skirt_s02, "object/tangible/wearables/wookiee/shared_wke_skirt_s02.iff") object_tangible_wearables_wookiee_shared_wke_skirt_s03 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_skirt_s03.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_skirt_s03_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/skirt.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_skirt_s03", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_skirt_s03", noBuildRadius = 0, objectName = "@wearables_name:wke_skirt_s03", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 1012928573, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_skirt.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_skirt_s03, "object/tangible/wearables/wookiee/shared_wke_skirt_s03.iff") object_tangible_wearables_wookiee_shared_wke_skirt_s04 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/wearables/wookiee/shared_wke_skirt_s04.iff" --Data below here is deprecated and loaded from the tres, keeping for easy lookups --[[ appearanceFilename = "appearance/wke_skirt_s04_f.sat", arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/skirt.iff", certificationsRequired = {}, clearFloraRadius = 0, clientDataFile = "", clientGameObjectType = 16777232, collisionActionBlockFlags = 0, collisionActionFlags = 51, collisionActionPassFlags = 1, collisionMaterialBlockFlags = 0, collisionMaterialFlags = 1, collisionMaterialPassFlags = 0, containerType = 0, containerVolumeLimit = 1, customizationVariableMapping = {}, detailedDescription = "@wearables_detail:wke_skirt_s04", gameObjectType = 16777232, locationReservationRadius = 0, lookAtText = "@wearables_lookat:wke_skirt_s04", noBuildRadius = 0, objectName = "@wearables_name:wke_skirt_s04", onlyVisibleInTools = 0, paletteColorCustomizationVariables = {}, portalLayoutFilename = "", rangedIntCustomizationVariables = {}, scale = 1, scaleThresholdBeforeExtentTest = 0.5, sendToClient = 1, slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff", snapToTerrain = 1, socketDestinations = {}, structureFootprintFileName = "", surfaceType = 0, targetable = 1, totalCellNumber = 0, useStructureFootprintOutline = 0, clientObjectCRC = 3347266345, derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_skirt.iff"} ]] } ObjectTemplates:addClientTemplate(object_tangible_wearables_wookiee_shared_wke_skirt_s04, "object/tangible/wearables/wookiee/shared_wke_skirt_s04.iff")
local Reshape, parent = torch.class('nn.Reshape', 'nn.Module') function Reshape:__init(...) parent.__init(self) local arg = {...} self.size = torch.LongStorage() self.batchsize = torch.LongStorage() local n = #arg if n == 1 and torch.typename(arg[1]) == 'torch.LongStorage' then self.size:resize(#arg[1]):copy(arg[1]) else self.size:resize(n) for i=1,n do self.size[i] = arg[i] end end self.nelement = 1 self.batchsize:resize(#self.size+1) for i=1,#self.size do self.nelement = self.nelement * self.size[i] self.batchsize[i+1] = self.size[i] end end function Reshape:updateOutput(input) input = input:contiguous() local nelement = input:nElement() if nelement == self.nelement then self.output:set(input):resize(self.size) else self.batchsize[1] = input:size(1) self.output:set(input):resize(self.batchsize) end return self.output end function Reshape:updateGradInput(input, gradOutput) gradOutput = gradOutput:contiguous() self.gradInput:set(gradOutput):resizeAs(input) return self.gradInput end
-- This is meant only to prevent modules from yielding so we can cache them. local function resultHandler(thread: thread, success: boolean, ...) if not success then local message = (...) error(debug.traceback(thread, message), 2) end if coroutine.status(thread) ~= "dead" then error(debug.traceback(thread, "Attempted to yield on load!"), 2) end return ... end local function noYield(callback, ...) local thread = coroutine.create(callback) return resultHandler(thread, coroutine.resume(thread, ...)) end return noYield
--hs.loadSpoon('RoundedCorners') --spoon.RoundedCorners:start(); local logger = hs.logger.new('Chooser', 'debug') function sleep(n) os.execute("sleep " .. tonumber(n)) end hs.hotkey.bind({"cmd", "alt"}, "s", function() if hs.spotify.getVolume() >= 100 then for i = 0,50 do hs.spotify.setVolume(100 - i); sleep(.01) end end end) hs.hotkey.bind({"cmd", "alt", "shift"}, "s", function() if hs.spotify.getVolume() <= 50 then for i = 0,50 do hs.spotify.setVolume(50 + i); sleep(.01) end end end) hs.hotkey.bind({"cmd", "alt"}, "m", function() hs.spotify.displayCurrentTrack() end) hs.hotkey.bind({"alt"}, "F12", function () hs.spotify.playpause() end) hs.hotkey.bind({"shift", "cmd"}, "u", function () local choices = { { ["text"] = "First", ["subText"] = "This is subtext", ["uuid"] = hs.host.uuid() }, { ["text"] = "Second", ["subText"] = "This is subtext", ["uuid"] = hs.host.uuid() } } local chooser = hs.chooser.new(function (item) logger.i(hs.json.encode(item)) end) chooser:choices(choices) chooser:show() end)
function IsRunningOnClient() local a, b = pcall(function() local p = Game.GetLocalPlayer() end) return a end function ShowStore(player) if IsRunningOnClient() then Events.Broadcast("SHOWSTORE_CLIENT", player) Events.BroadcastToServer("SHOWSTORE_SERVER", player) else Events.BroadcastToPlayer(player, "SHOWSTORE_CLIENT") Events.Broadcast("SHOWSTORE_SERVER", player) end end function HideStore(player) if IsRunningOnClient() then Events.Broadcast("HIDESTORE_CLIENT", player) Events.BroadcastToServer("HIDESTORE_SERVER", player) else Events.BroadcastToPlayer(player, "HIDESTORE_CLIENT") Events.Broadcast("HIDESTORE_SERVER", player) end end function IsItemOwned(player, storeId) return player:GetResource("COSMETIC_" .. storeId) > 0 end function ResetPlayerPurchases(player) if IsRunningOnClient() then Events.BroadcastToServer("RESET_PURCHASES") -- Don't need to send player explicitly because it's automatic else Events.Broadcast("RESET_PURCHASES", player) end end return { ShowStore = ShowStore, HideStore = HideStore, IsItemOwned = IsItemOwned }
----------------- Interface:create_slider('radius', 10, 100, 1.0, 30) Interface:create_slider('nodes', 0, 100, 1.0, 12) Interface:create_boolean('rt_lt', true) Interface:create_boolean('pos_ang', true) local function layout_circle(collection, rad) local step = 2*math.pi / collection.count local angle = 0 for _,ag in pairs(collection.agents)do ag:move_to({0,0}) ag:lt(angle) ag:fd(rad) angle = angle + step end end local function round(x, n) n = math.pow(10, n or 0) x = x * n if x >= 0 then x = math.floor(x + 0.5) else x = math.ceil(x - 0.5) end return x / n end SETUP = function() -- clear('all') Simulation:reset() declare_FamilyMobile('Nodes') for i=1, Interface:get_value("nodes") do Nodes:new({ ['pos'] = {0,0} ,['scale'] = 1.5 }) end layout_circle(Nodes, Interface:get_value("radius") ) for _,ag in pairs(Nodes.agents) do ag.label = '(' .. round(ag:xcor(),1) .. ' , ' .. round(ag:ycor(),1) .. ')' end -- A new collection to store the links declare_FamilyRel('Links') -- Each agent will create a link with the other agents. for _, agent in pairs(Nodes.agents) do for _, another_agent in pairs((Nodes:others(agent)).agents) do Links:new({ ['source'] = agent ,['target'] = another_agent ,['color'] = {0.75, 0, 0, 0.2} }) end end declare_FamilyMobile('Agents') -- Agents:new returns an agent, so, in global variable central we have the reference to the agent, becouse it has been asigned to a global variable, we can call this agent directly in step function. central = Agents:new({ ['pos'] = {0,0} ,['color'] = {0,0,1,1} ,['shape'] = "triangle_2" ,['scale'] = 2 }) end STEP = function() if Interface:get_value("rt_lt") then central:rt(2*math.pi/Nodes.count) else central:lt(2*math.pi/Nodes.count) end central.heading = math.fmod(central.heading,__2pi) central.label = '(' .. round(central.heading,1) .. ' , ' .. round(math.deg(central.heading),1) .. ')' if Interface:get_value("pos_ang") then central.label = '(' .. round(central:xcor(),1) .. ' , ' .. round(central:ycor(),1) .. ')' else central.label = '(' .. round(central.heading,1) .. ' , ' .. round(math.deg(central.heading),1) .. ')' end end
local game = remodel.readPlaceFile("WrapperService.rbxl") remodel.writeModelFile(game.ReplicatedStorage.WrapperService, "WrapperService.rbxm")
local helpers = require('test.functional.helpers')(after_each) local clear = helpers.clear local command = helpers.command local feed = helpers.feed local Screen = require('test.functional.ui.screen') describe(':digraphs', function() local screen before_each(function() clear() screen = Screen.new(65, 8) screen:set_default_attr_ids({ [1] = {bold = true, foreground = Screen.colors.Blue1}, [2] = {foreground = Screen.colors.Grey100, background = Screen.colors.Red}, [3] = {bold = true, foreground = Screen.colors.SeaGreen4}, [4] = {bold = true}, [5] = {background = Screen.colors.LightGrey}, [6] = {foreground = Screen.colors.Blue1}, [7] = {bold = true, reverse = true}, }) screen:attach() end) it('displays digraphs', function() command('set more') feed(':digraphs<CR>') screen:expect([[ :digraphs | NU {6:^@} 10 SH {6:^A} 1 SX {6:^B} 2 EX {6:^C} 3 ET {6:^D} 4 | EQ {6:^E} 5 AK {6:^F} 6 BL {6:^G} 7 BS {6:^H} 8 HT {6:^I} 9 | LF {6:^@} 10 VT {6:^K} 11 FF {6:^L} 12 CR {6:^M} 13 SO {6:^N} 14 | SI {6:^O} 15 DL {6:^P} 16 D1 {6:^Q} 17 D2 {6:^R} 18 D3 {6:^S} 19 | D4 {6:^T} 20 NK {6:^U} 21 SY {6:^V} 22 EB {6:^W} 23 CN {6:^X} 24 | EM {6:^Y} 25 SB {6:^Z} 26 EC {6:^[} 27 FS {6:^\} 28 GS {6:^]} 29 | {3:-- More --}^ | ]]) end) end)
--- ่ง’่‰ฒ้•œๅคดๆจกๅ— --- @module Player Cam Module --- @copyright Lilith Games, Avatar Team --- @author Dead Ratman local PlayerCam, this = ModuleUtil.New('PlayerCam', ClientBase) --ๆปค้•œๅผ€ๅ…ณ local swimFilterSwitch = false --- ๅˆๅง‹ๅŒ– function PlayerCam:Init() --print('[PlayerCam] Init()') this:NodeRef() this:DataInit() this:EventBind() this:InitCamera() end --- ่Š‚็‚นๅผ•็”จ function PlayerCam:NodeRef() end --- ๆ•ฐๆฎๅ˜้‡ๅˆๅง‹ๅŒ– function PlayerCam:DataInit() -- ๅฝ“ๅ‰็š„็›ธๆœบ this.curCamera = nil -- ็Žฉๅฎถ่ทŸ้š็›ธๆœบ this.playerGameCam = localPlayer.Local.Independent.GameCam -- TPS็›ธๆœบ this.tpsCam = localPlayer.Local.Independent.TPSCam -- FPS็›ธๆœบ this.fpsCam = localPlayer.Local.Independent.FPSCam this.actionCam = localPlayer.Local.Independent.ActionCam --* ๅญ˜ๅ‚จ็›ธๆœบtweener this.distanceTweener = nil end --- ่Š‚็‚นไบ‹ไปถ็ป‘ๅฎš function PlayerCam:EventBind() end function PlayerCam:InitCamera() if not this.curCamera and this.playerGameCam then this.curCamera = this.playerGameCam end this.playerGameCam.LookAt = localPlayer world.CurrentCamera = this.curCamera end -- ็Žฉๅฎถ็งปๅŠจๆ–นๅ‘ๆ˜ฏๅฆ้ตๅพช็Žฉๅฎถๆ‘„ๅƒๆœบๆ–นๅ‘ function PlayerCam:IsFreeMode() return (this.curCamera.CameraMode == Enum.CameraMode.Social and this.curCamera.Distance >= 0) or this.curCamera.CameraMode == Enum.CameraMode.Orbital or this.curCamera.CameraMode == Enum.CameraMode.Custom or this.curCamera.CameraMode == Enum.CameraMode.Smart end -- ๆป‘ๅฑ่ฝฌๅ‘ function PlayerCam:CameraMove(touchInfo) if #touchInfo == 1 and not (GameFlow.inGame) then if this:IsFreeMode() then this.curCamera:CameraMove(touchInfo[1].DeltaPosition) else print(this.curCamera) this.curCamera.LookAt:Rotate(0, touchInfo[1].DeltaPosition.x * 0.2, 0) this.curCamera:CameraMove(Vector2(0, touchInfo[1].DeltaPosition.y)) end end end -- ๅŒๆŒ‡็ผฉๆ”พๆ‘„ๅƒๆœบ่ท็ฆป function PlayerCam:CameraZoom(_pos1, _pos2, _dis, _speed) if this.curCamera.CameraMode == Enum.CameraMode.Social then this.curCamera.Distance = this.curCamera.Distance - _dis / 50 end end --- TPS็›ธๆœบๅฐ„็บฟๆฃ€ๆต‹็›ฎๆ ‡ function PlayerCam:TPSGetRayDir() local hitResult = Physics:RaycastAll(this.tpsCam.Position, this.tpsCam.Position + this.tpsCam.Forward * 100, false) for i, v in ipairs(hitResult:GetHitPosAll()) do --่Žทๅ–ๆ‰€ๆœ‰็ขฐๅˆฐ็š„็‰ฉไฝ“ if (v - localPlayer.Position).Magnitude > 4 and Vector3.Angle(localPlayer.Forward, (v - localPlayer.Position)) < 90 and hitResult:GetHitObjAll()[i].Parent.Name ~= 'Water' and hitResult:GetHitObjAll()[i].Parent.Name ~= 'ColBox' then ----print(hitResult:GetHitObjAll()[i]) return v end end return this.tpsCam.Position + this.tpsCam.Forward * 100 end -- Fov็ผฉๆ”พ function PlayerCam:CameraFOVZoom(_fovChange, _maxFov) if _fovChange > 0 and this.curCamera.FieldOfView > _maxFov + 1 then _fovChange = -0.2 elseif _fovChange > 0 and this.curCamera.FieldOfView > _maxFov then _fovChange = 0 end this.curCamera.FieldOfView = math.clamp(this.curCamera.FieldOfView + _fovChange, 60, 90) end ---ๅผ€ๅ…ณๆธธๆณณๆปค้•œ function PlayerCam:SwitchSwimFilter(_switch) swimFilterSwitch = _switch if _switch then this.playerGameCam.WaterVignette:SetActive(true) this.playerGameCam.WaterGaussionBlur:SetActive(true) this.playerGameCam.WaterAmbientOcclusion:SetActive(true) this.playerGameCam.WaterGrain:SetActive(true) this.playerGameCam.WaterColorGrading:SetActive(true) this.playerGameCam.WaterEffect:SetActive(true) else this.playerGameCam.WaterVignette:SetActive(false) this.playerGameCam.WaterGaussionBlur:SetActive(false) this.playerGameCam.WaterAmbientOcclusion:SetActive(false) this.playerGameCam.WaterGrain:SetActive(false) this.playerGameCam.WaterColorGrading:SetActive(false) this.playerGameCam.WaterEffect:SetActive(false) end end ---ๅผ€ๅ…ณไผ ้€ๆปค้•œ function PlayerCam:SwitchTeleportFilterEventHandler(_switch) if _switch then this.playerGameCam.TeleportGlitch:SetActive(true) else this.playerGameCam.TeleportGlitch:SetActive(false) end end ---TPS็›ธๆœบ็ผฉๆ”พ function PlayerCam:TPSCamZoom(_force) this.tpsCam.FieldOfView = 60 - 10 * _force this.tpsCam.Distance = 3 - 1 * _force end ---ๆธธๆณณๆปค้•œๆฃ€ๆต‹ function PlayerCam:UpdateSwimFilter() if not localPlayer:IsSwimming() then if swimFilterSwitch == true then this:SwitchSwimFilter(false) end else if this.playerGameCam.Position.y < -14.5 then if swimFilterSwitch == false then this:SwitchSwimFilter(true) end else if swimFilterSwitch == true then this:SwitchSwimFilter(false) end end end end -- ไฟฎๆ”น็Žฉๅฎถๅฝ“ๅ‰็›ธๆœบ function PlayerCam:SetCurCamEventHandler(_cam, _lookAt) if not (GameFlow.inGame) and this.curCamera then this.curCamera = _cam or this.playerGameCam this.curCamera.LookAt = _lookAt or localPlayer world.CurrentCamera = this.curCamera end end -- ่ฝฌๅ˜ไธบFPS็›ธๆœบ function PlayerCam:SetFPSCamEventHandler(_lookAt) this.curCamera = this.fpsCam this.curCamera.LookAt = _lookAt world.CurrentCamera = this.curCamera end -- ๆŽจ่ฟœๆˆ–ๆŽจ่ฟ‘็Žฉๅฎถ้•œๅคด function PlayerCam:SetCamDistanceEventHandler(_distance, _duration, _triggerBlock) if this.distanceTweener then this.distanceTweener:Pause() this.distanceTweener:Destroy() end this.curCamera.PhysicalBlock = false this.distanceTweener = Tween:TweenProperty(this.curCamera, {Distance = _distance}, _duration, 1) this.distanceTweener:Play() this.distanceTweener:WaitForComplete() this.curCamera.PhysicalBlock = _triggerBlock or false end local actionFovTweener function PlayerCam:FoodOnDeskActionEventHandler(_foodId) this.actionCam.FieldOfView = 60 NetUtil.Fire_C('SetCurCamEvent', localPlayer, this.actionCam) actionFovTweener = Tween:TweenProperty(this.actionCam, {FieldOfView = 50}, 1.5, 1) actionFovTweener:Play() actionFovTweener:WaitForComplete() NetUtil.Fire_S('FoodOnDeskEvent', _foodId, localPlayer) end function PlayerCam:ResetTentCamEventHandler(_distance) this.curCamera.LookAt = localPlayer wait() this.curCamera:CameraMoveInDegree(Vector2(180, 0)) NetUtil.Fire_C('SetCamDistanceEvent', localPlayer, _distance, 1, true) end function PlayerCam:Update(dt) this:UpdateSwimFilter() end return PlayerCam
slot2 = "BridgeManager" slot0 = class(slot1) GdtEventType = { kAddToCart = 2, kSearch = 5, kStart = 6, kScore = 4, kPurchase = 3, kRegister = 1 } slot0.ctor = function (slot0) slot0._bridge = nil slot0._mainMgrClazz = nil slot0._yybHelpClazz = "org/cocos2dx/lua/YYBJniHelper" slot0._sdkHelpClazz = "org/cocos2dx/lua/SDKHelper" slot3 = cc.Application slot3 = cc.Application.getInstance(slot2) if cc.Application.getInstance(slot2).getTargetPlatform(slot2) == cc.PLATFORM_OS_ANDROID then slot4 = "cocos.cocos2d.luaj" slot0._bridge = require(slot3) slot0._mainMgrClazz = "com/shunwo/MainManager" elseif slot1 == cc.PLATFORM_OS_IPHONE or slot1 == cc.PLATFORM_OS_IPAD then slot4 = "cocos.cocos2d.luaoc" slot0._bridge = require(slot3) slot0._mainMgrClazz = "MainManager" end end slot0.saveFileToAlbum = function (slot0, slot1, slot2, slot3) slot4 = {} if isAndroid then slot4 = { tostring(slot7), slot2 or 0, slot3 or 0 } slot10 = 1 sig = "(" .. string.rep(slot1, "Ljava/lang/String;") .. "II)V" else slot4.filePath = slot1 slot4.onSuccess = slot2 slot4.onError = slot3 end slot7 = "ไฟๅญ˜ๅ›พ็‰‡ๅˆฐ็›ธๅ†Œ" trace(slot6) slot7 = slot4 trace_r(slot6) slot10 = sig return slot0.callMainManager(slot6, slot0, "saveFileToAlbum", slot4) end slot0.stopGps = function (slot0) return slot0.callMainManager(slot2, slot0, "stopGps", nil) end slot0.jumpTo3rdApp = function (slot0, slot1, slot2, slot3) slot4 = {} if isAndroid then slot8 = slot1 slot10 = 2 slot12 = "(" .. string.rep(slot2, { tostring(slot7), tostring(slot7), slot3 or 0 }) .. "I)V" return slot0.callMainManager("I)V", slot0, "jump2App", ) else return 0 end end slot0.jump2Wechat = function (slot0) slot3 = slot0 if not slot0.isInstallWeChat(slot2) then popupMgr.showAlert(slot2, popupMgr, "่ฏทๅ…ˆๅฎ‰่ฃ…ๅพฎไฟกๅฎขๆˆท็ซฏ", nil) return 0 end if isAndroid then slot5 = "com.tencent.mm.ui.LauncherUI" slot0.jumpTo3rdApp(slot2, slot0, "com.tencent.mm") elseif isMobile then slot3 = "weixin://" OSUtil.openURL(slot2) else return 0 end return 1 end slot0.gotoLocationSetting = function (slot0) if isMobile then return slot0.callMainManager(slot2, slot0, "gotoLocationSetting", nil) end end slot0.startGps = function (slot0) return slot0.callMainManager(slot2, slot0, "startGps", nil) end slot0.setLbsUpdateCallback = function (slot0, slot1) return end slot0.payAlipay = function (slot0, slot1, slot2, slot3) slot4 = {} if isAndroid then slot4 = { tostring(slot7), slot2 or 0, slot3 or 0 } slot10 = 1 sig = "(" .. string.rep(slot1, "Ljava/lang/String;") .. "II)V" else slot4.orderInfo = slot1 slot4.appScheme = APP_SCHEME slot4.onSuccessLuaCallback = slot2 slot4.onErrorLuaCallback = slot3 end slot7 = "ๅ‡†ๅค‡ๆ‹‰่ตทๆ”ฏไป˜ๅฎๆ”ฏไป˜" trace(slot6) slot7 = slot4 trace_r(slot6) slot10 = sig return slot0.callMainManager(slot6, slot0, "payAlipay", slot4) end slot0.payWx = function (slot0, slot1, slot2, slot3, slot4, slot5, slot6, slot7, slot8, slot9) slot10 = nil slot11 = { appid = slot3, noncestr = slot5, package = slot2, partnerid = slot4, prepayid = slot1, sign = slot7, timestamp = tostring(slot13) } slot14 = slot6 slot12 = {} if isAndroid then slot16 = slot11.appid slot16 = slot11.noncestr slot16 = slot11.package slot16 = slot11.partnerid slot16 = slot11.prepayid slot16 = slot11.sign slot12 = { tostring(slot15), tostring(slot15), tostring(slot15), tostring(slot15), tostring(slot15), tostring(slot15), tostring(slot15), slot8 or 0, slot9 or 0 } slot18 = 7 slot10 = "(" .. string.rep(slot11.timestamp, "Ljava/lang/String;") .. "II)V" else slot11.onSuccessLuaCallback = slot8 slot11.onErrorLuaCallback = slot9 end slot15 = "ๅ‡†ๅค‡ๆ‹‰่ตทๅพฎไฟกๆ”ฏไป˜" trace(slot14) slot15 = slot12 trace_r(slot14) slot18 = slot10 return slot0.callMainManager(slot14, slot0, "payWx", slot12) end slot0.payWxByTH = function (slot0, slot1, slot2, slot3, slot4) slot5, slot6 = nil if isAndroid then slot5 = { slot1, slot2, slot3, slot4 } slot6 = "(Ljava/lang/String;FII)V" else slot5 = { token = slot1, money = slot2, onSuccessLuaCallback = slot3, onErrorLuaCallback = slot4 } end slot12 = slot6 return slot0.callMainManager(slot8, slot0, "payWxByTH", slot5) end slot0.copy2ClipBoard = function (slot0, slot1) slot2 = nil slot7 = (not isAndroid or { slot1 }) and { content = slot1 } return slot0.callMainManager(slot4, slot0, "copy2ClipBoard") end slot0.setWebappShow = function (slot0) slot6 = {} return slot0.callMainManager(slot3, slot0, "setWebappShow") end slot0.addMainCallback = function (slot0, slot1) slot2 = nil slot7 = (not isAndroid or { slot1 }) and { luaMainCallback = slot1 } return slot0.callMainManager(slot4, slot0, "addMainCallback") end slot0.deleteOauth = function (slot0) slot4 = "deleteOauth" return slot0.callMainManager(slot2, slot0) end slot0.registerWechat = function (slot0, slot1) if isMobile then slot2 = nil slot7 = (not isAndroid or { slot1 }) and { wechatAppId = slot1 } return slot0.callMainManager(slot4, slot0, "registerWechat") end end slot0.shareWechat = function (slot0, slot1, slot2, slot3, slot4, slot5, slot6) if isMobile then slot7 = nil slot13 = "(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;ZI)V" return slot0.callMainManager(slot9, slot0, "shareWechat", (not isAndroid or { slot1, slot2, slot3, slot4, slot5, slot6 }) and { title = slot1, content = slot2, webpageUrl = slot3, thumbUrl = slot4, isCircleOrChat = slot5, onWXShareRespCallback = slot6 }) end end slot0.reqAuthWithUserInfoFromWechat = function (slot0, slot1, slot2) slot3 = nil slot9 = "(II)V" return slot0.callMainManager(slot5, slot0, "reqAuthWithUserInfoFromWechat", (not isAndroid or { slot1, slot2 }) and { luaOnAuth = slot1, state = slot2 }) end slot0.startNetworkListener = function (slot0, slot1) slot2 = nil slot7 = (not isAndroid or { slot1 }) and { luaOnNetworkChanged = slot1 } return slot0.callMainManager(slot4, slot0, "addNetworkChangedListener") end slot0.getNetJsonInfo = function (slot0) slot6 = "()Ljava/lang/String;" if slot0.callMainManager(slot2, slot0, "getNetInfo", nil) then slot4 = slot1 return cjson.decode(slot3) else return nil end end slot0.vibra = function (slot0) slot5 = args slot0.callMainManager(slot2, slot0, "vibra") end slot0.getBatteryInfo = function (slot0) slot6 = "()Ljava/lang/String;" if slot0.callMainManager(slot2, slot0, "getBatteryInfo", nil) then slot4 = slot1 return cjson.decode(slot3) else return nil end end slot0.getPhoneIMEI = function (slot0) slot6 = "()Ljava/lang/String;" return slot0.callMainManager(slot2, slot0, "getPhoneIMEI", nil) end slot0.getPhoneMacAddr = function (slot0) slot6 = "()Ljava/lang/String;" return slot0.callMainManager(slot2, slot0, "getPhoneMacAddr", nil) end slot0.getPhoneModel = function (slot0) slot6 = "()Ljava/lang/String;" return slot0.callMainManager(slot2, slot0, "getPhoneModel", nil) end slot0.getPhoneOSVer = function (slot0) slot6 = "()Ljava/lang/String;" return slot0.callMainManager(slot2, slot0, "getPhoneOSVer", nil) end slot0.getPhoneChanId = function (slot0) slot6 = "()Ljava/lang/String;" return slot0.callMainManager(slot2, slot0, "getPhoneChanId", nil) end slot0.getPhoneOperator = function (slot0) slot6 = "()Ljava/lang/String;" return slot0.callMainManager(slot2, slot0, "getPhoneOperator", nil) end slot0.getPhoneNettype = function (slot0) slot6 = "()Ljava/lang/String;" return slot0.callMainManager(slot2, slot0, "getPhoneNettype", nil) end slot0.getPhoneUUId = function (slot0, slot1) slot2 = nil if slot0._uuid then return slot0._uuid else if IS_IOS_VERIFY and not IS_IOS_VERIFY_ALL then slot5 = Hero slot5 = Hero.getMachineId4IosVerify(slot4) if not StringUtil.isStringValid(slot4) then slot8 = 1000000 slot8 = tickMgr slot5 = math.random(slot6, 0) * tickMgr.getTime(0) slot6 = tostring(slot4) Hero.setMachineId4IosVerify(slot4, Hero) end elseif isMobile then slot5 = Hero slot5 = Hero.getMachineIdInSO(slot4) if not StringUtil.isStringValid(slot4) then slot8 = "()Ljava/lang/String;" slot6 = slot0.callMainManager(slot4, slot0, "getPhoneUUId", nil) Hero.setMachineIdInSO(slot4, Hero) end else slot2 = "desktop" if not slot1 then slot7 = 10000 slot2 = slot2 .. math.random(slot5, 0) end end slot6 = false slot2 = StringUtil.md5sum(slot4, slot2) if not IS_IOS_VERIFY or IS_IOS_VERIFY_ALL or not not IS_IOS_VERIFY_ALL_NO_BANK then slot0._uuid = slot2 end return slot2 end end slot0.getRoomId = function (slot0) slot6 = "()Ljava/lang/String;" return slot0.callMainManager(slot2, slot0, "getRoomId", nil) end slot0.setRoomId = function (slot0, slot1) slot4 = slot1 slot1 = tostring(slot3) slot2 = {} if isAndroid then slot2[1] = slot1 else slot2.roomId = slot1 end slot8 = "(Ljava/lang/String;)V" return slot0.callMainManager(slot4, slot0, "setRoomId", slot2) end slot0.payForRechargeIos = function (slot0, slot1, slot2, slot3) if isMobile and not isAndroid then slot10 = nil slot0.callMainManager(slot6, slot0, "payForRecharge", { productId = slot1, onFinish = slot2, onFailed = slot3 }) end end slot0.canOpenURL = function (slot0, slot1) slot0._urlOpenCacheDic = slot0._urlOpenCacheDic or {} slot2 = slot0._urlOpenCacheDic[slot1] if isMobile and not isAndroid and slot2 == nil then slot9 = nil slot0._urlOpenCacheDic[slot1] = slot0.callMainManager(slot5, slot0, "canOpenURL", { url = slot1 }) == 1 end return slot2 end slot0.isInstallQQ = function (slot0) slot1 = false if isMobile then if isAndroid then return true else slot5 = "mqq://" slot1 = slot0.canOpenURL(slot3, slot0) end end return slot1 end slot0.isInstallAli = function (slot0) slot1 = false if isMobile then if isAndroid then slot7 = "()I" slot1 = slot0.callMainManager(slot3, slot0, "isInstallAli", nil) == 1 elseif isSupportAlipayScheme then slot7 = "()I" slot1 = slot0.callMainManager(slot3, slot0, "isInstallAli", nil) == 1 else slot1 = true end end return slot1 end slot0.isInstallWeChat = function (slot0) slot1 = false if isMobile then slot7 = "()I" return slot0.callMainManager(slot3, slot0, "isInstallWeChat", nil) == 1 end end slot0.setStatusBarOrientation = function (slot0, slot1) if isMobile then slot2 = {} if isAndroid then slot2[1] = slot1 or false else slot2.isLandscapeOrPortrait = slot1 or false end slot8 = "(Z)V" slot0.callMainManager(slot4, slot0, "setStatusBarOrientation", slot2) end end slot0.callMainManager = function (slot0, slot1, slot2, slot3) slot4 = false slot5 = nil if slot0._bridge then slot11 = slot3 slot4, slot5 = slot0._bridge.callStaticMethod(slot7, slot0._mainMgrClazz, slot1, slot2) end if slot4 then return slot5 else return nil end end slot0.loginYybQQ = function (slot0, slot1) slot8 = "(I)V" slot0.callYYBJniHelp(slot4, slot0, "loginQQ", { slot1 }) end slot0.loginYybWX = function (slot0, slot1) slot8 = "(I)V" slot0.callYYBJniHelp(slot4, slot0, "loginWX", { slot1 }) end slot0.loginYybGuest = function (slot0, slot1) slot8 = "(I)V" slot0.callYYBJniHelp(slot4, slot0, "loginGuest", { slot1 }) end slot0.logoutYyb = function (slot0, slot1) slot8 = "(I)V" slot0.callYYBJniHelp(slot4, slot0, "loginOut", { slot1 }) end slot0.rechargeYyb = function (slot0, slot1, slot2, slot3, slot4) slot11 = 3 slot13 = "(" .. string.rep(slot9, slot6) .. "I)V" slot0.callYYBJniHelp("I)V", slot0, "recharge", { slot1, slot2, slot3, slot4 }) end slot0.isInstallQQYyb = function (slot0) slot6 = "()Z" return slot0.callYYBJniHelp(slot2, slot0, "isQQInstalled", nil) end slot0.isInstallWxYyb = function (slot0) slot6 = "()Z" return slot0.callYYBJniHelp(slot2, slot0, "isWXInstalled", nil) end slot0.queryQQUserInfo = function (slot0, slot1) slot8 = "(I)V" slot0.callYYBJniHelp(slot4, slot0, "queryQQUserInfo", { slot1 }) end slot0.queryWXUserInfo = function (slot0, slot1) slot8 = "(I)V" slot0.callYYBJniHelp(slot4, slot0, "queryWXUserInfo", { slot1 }) end slot0.logEventYyb = function (slot0, slot1) if not IS_YYB then return end slot8 = "(I)V" slot0.callYYBJniHelp(slot4, slot0, "logEvent", { slot1 }) end slot0.callYYBJniHelp = function (slot0, slot1, slot2, slot3) slot4 = false slot5 = nil if slot0._bridge then slot11 = slot3 slot4, slot5 = slot0._bridge.callStaticMethod(slot7, slot0._yybHelpClazz, slot1, slot2) end if slot4 then return slot5 else return nil end end slot0.setAutorotate = function (slot0, slot1) if isSupportAutoRotate then slot1 = true slot2 = {} if isAndroid then slot2[1] = slot1 else slot2.isAutorotate = slot1 end slot8 = "(Z)V" slot0.callMainManager(slot4, slot0, "setAutorotate", slot2) end end slot0.isInstallPotato = function (slot0) slot6 = "()I" return slot0.callMainManager(slot2, slot0, "isInstallPotato", nil) == 1 end slot0.reqPotatoAuth = function (slot0, slot1, slot2, slot3, slot4) slot5 = nil slot11 = "(Ljava/lang/String;Ljava/lang/String;II)V" slot0.callMainManager(slot7, slot0, "reqPotatoAuth", (not isAndroid or { slot1, slot2, slot3, slot4 }) and { clientId = slot1, secretKey = slot2, successCallback = slot3, failCallback = slot4 }) end slot0.loginSDK = function (slot0, slot1) if not CUR_SDK_TYPE then return end slot8 = "(I)V" slot0.callSDKJniHelp(slot4, slot0, "login", { slot1 }) end slot0.exitSDK = function (slot0, slot1) if not CUR_SDK_TYPE then return end slot8 = "(I)V" slot0.callSDKJniHelp(slot4, slot0, "exit", { slot1 }) end slot0.rechargeSDK = function (slot0, slot1, slot2) slot10 = "(Ljava/lang/String;I)V" slot0.callSDKJniHelp(slot6, slot0, "recharge", { slot1, slot2 }) end slot0.callSDKJniHelp = function (slot0, slot1, slot2, slot3) slot4 = false slot5 = nil if slot0._bridge then slot11 = slot3 slot4, slot5 = slot0._bridge.callStaticMethod(slot7, slot0._sdkHelpClazz, slot1, slot2) end if slot4 then return slot5 else return nil end end slot0.setupGDT = function (slot0, slot1, slot2) if IS_USE_GDK then args = { actionSetId = slot1, secretKey = slot2 } slot7 = args slot0.callMainManager(slot4, slot0, "setupGDT") end end slot0.logGDTAction = function (slot0, slot1, slot2) if IS_USE_GDK then args = { actionType = slot1, actionParam = slot2 } slot7 = args slot0.callMainManager(slot4, slot0, "logGDTAction") end end bridgeMgr = slot0.new() return
-- @namespace foundation.com
function drawBox(x, y, width, height, borderColor, fillColor) gui.box(x, y, x + width, y + height, fillColor, borderColor) end
-- =========================== -- Required APIs -- =========================== os.loadAPI("/script/sha256") -- =========================== -- Variables for the login form -- =========================== local boxIndex = 0 local textIndex = 0 local username = "" local password = "" local textboxLimit = 36 local usernameCursorX = 13 local usernameCursorY = 11 local passwordCursorX = 13 local passwordCursorY = 13 local cursorX = 0 local cursorY = 0 local guiEnabled = true -- =========================== -- Utility Functions -- =========================== function centerText(text, yVal) local width = term.getSize() local length = string.len(text) local minus = math.floor(width-length) local x = math.floor(minus/2) term.setCursorPos(x+1,yVal) term.write(text) end function setStatus(message) term.setCursorPos(1, 19) term.setTextColor(colors.gray) centerText(" ", 19) centerText(message, 19) term.setCursorPos(cursorX, cursorY) end -- =========================== -- Application Functions -- =========================== function performLogin() disableLoginButtons() guiEnabled = false term.setCursorBlink(false) term.setBackgroundColor(colors.lightGray) -- Perform 10 Authentication Requests for i=0,10 do if i > 2 then setStatus("Performing authentication request... ("..i.."/10)") else setStatus("Performing authentication request...") end -- -- Authentication Request Attempt -- -- Loop 5 times: -- Send Broadcast with auth request -- Wait 0.2 for response -- broadcastString = "AUTH;"..username..";"..sha256.sha256(password) for i=0,5 do rednet.broadcast(broadcastString, "AUTH") senderId, message, protocol = rednet.receive("AUTH", 0.2) if message ~= nil then if message == "authenticated" then drawSuccess("Access Granted.") username = "" password = "" boxIndex = 0 sleep(2) else drawError("Invalid Credentials.") password = "" boxIndex = 1 sleep(2) end return end end end drawError("Unable to contact server.") sleep(5) end function clearForm() username = nil password = nil usernameCursorX = 13 usernameCursorY = 11 passwordCursorX = 13 passwordCursorY = 13 boxIndex = 0 cursorX, cursorY = usernameCursorX, usernameCursorY fillTextBoxes() end -- =========================== -- GUI Draw Functions -- =========================== function drawSuccess(message) term.setBackgroundColor(colors.green) paintutils.drawFilledBox(1, 7, 51, 19, colors.green) term.setTextColor(colors.black) centerText(message, 13) setStatus("") end function drawError(message) term.setBackgroundColor(colors.red) paintutils.drawFilledBox(1, 7, 51, 19, colors.red) term.setTextColor(colors.black) centerText("Unable to authenticate!", 11) centerText("Please validate your credentials.", 13) setStatus("Error: "..message) end function drawHeader() paintutils.drawFilledBox(1, 1, 51, 3, colors.yellow) paintutils.drawFilledBox(1, 4, 51, 6, colors.red) function drawBlackSquares(xStart, y) for x=0,50,4 do paintutils.drawFilledBox(xStart + x, y, xStart + x + 1, y, colors.black) end end drawBlackSquares(2, 1) drawBlackSquares(1, 2) drawBlackSquares(0, 3) -- Header Text term.setBackgroundColor(colors.yellow) term.setTextColor(colors.black) term.setBackgroundColor(colors.red) term.setTextColor(colors.white) centerText("Project Nuke Authentication Terminal", 5) term.setBackgroundColor(colors.orange) end function drawLogin() guiEnabled = true term.setTextColor(colors.black) -- Initial Background paintutils.drawFilledBox(1, 7, 51, 9, colors.orange) centerText("Please enter your username and password.", 8) paintutils.drawFilledBox(1, 10, 51, 19, colors.lightGray) -- Login Text term.setBackgroundColor(colors.lightGray) term.setCursorPos(3, 11) term.write("Username") term.setCursorPos(3, 13) term.write("Password") term.setTextColor(colors.black) term.setBackgroundColor(colors.lightGray) -- Buttons enableLoginButtons() -- Textboxes paintutils.drawFilledBox(13, 11, 49, 11, colors.white) paintutils.drawFilledBox(13, 13, 49, 13, colors.white) term.setBackgroundColor(colors.lightGray) setStatus("Ready for credentials") fillTextBoxes() end function enableLoginButtons() paintutils.drawFilledBox(13, 15, 19, 17, colors.red) paintutils.drawFilledBox(43, 15, 49, 17, colors.green) term.setTextColor(colors.white) term.setBackgroundColor(colors.red) term.setCursorPos(14, 16) term.write("Clear") term.setBackgroundColor(colors.green) term.setCursorPos(44, 16) term.write("Login") end function disableLoginButtons() paintutils.drawFilledBox(13, 15, 19, 17, colors.gray) paintutils.drawFilledBox(43, 15, 49, 17, colors.gray) term.setTextColor(colors.black) term.setBackgroundColor(colors.gray) term.setCursorPos(14, 16) term.write("Clear") term.setBackgroundColor(colors.gray) term.setCursorPos(44, 16) term.write("Login") end -- =========================== -- Application Loop Functions -- -- These functions will loop, constantly. -- =========================== function eventListener() local event, p1, p2, p3 = os.pullEvent() if guiEnabled == false then end if event == "key" then key = p1 if key == keys.enter then performLogin() drawLogin() elseif key == keys.tab then if boxIndex == 0 then boxIndex = 1 elseif boxIndex == 1 then boxIndex = 0 end elseif key == keys.backspace then if boxIndex == 0 then if username ~= nil then username = username:sub(1, username:len() - 1) end elseif boxIndex == 1 then if password ~= nil then password = password:sub(1, password:len() - 1) end end else return end fillTextBoxes() elseif event == "char" then if boxIndex == 0 then if username == nil then username = p1 elseif username:len() <= textboxLimit then username = username .. p1 end elseif boxIndex == 1 then if password == nil then password = p1 elseif password:len() <= textboxLimit then password = password .. p1 end end fillTextBoxes() elseif event == "mouse_click" then local x = tonumber(p2) local y = tonumber(p3) -- Button Coordinates -- -- Login: (43, 15) to (49, 17) -- Clear: (13, 15) to (19, 17) -- Username: (13, 11) to (49, 11) -- Password: (13, 13) to (49, 13) -- if x >= 43 and x <= 49 and y >= 15 and y <= 17 then performLogin() drawLogin() elseif x >= 13 and x <= 19 and y >= 15 and y <= 17 then clearForm() drawLogin() elseif x >= 13 and x <= 49 and y >= 11 and y <= 11 then boxIndex = 0 fillTextBoxes() elseif x >= 13 and x <= 49 and y >= 13 and y <= 13 then boxIndex = 1 fillTextBoxes() end end end function fillTextBoxes() paintutils.drawFilledBox(13, 11, 49, 11, colors.white) paintutils.drawFilledBox(13, 13, 49, 13, colors.white) term.setBackgroundColor(colors.white) term.setTextColor(colors.black) term.setCursorBlink(true) term.setCursorPos(13, 11) if username ~= nil then term.write(username) usernameCursorX, usernameCursorY = term.getCursorPos() end if password ~= nil then term.setCursorPos(13, 13) length = password:len() for i=1,password:len() do term.write("*") end passwordCursorX, passwordCursorY = term.getCursorPos() end if boxIndex == 0 then if username ~= nil and username:len() > textboxLimit then term.setCursorBlink(false) else term.setCursorBlink(true) end term.setCursorPos(usernameCursorX, usernameCursorY) else if password ~= nil and password:len() > textboxLimit then term.setCursorBlink(false) else term.setCursorBlink(true) end term.setCursorPos(passwordCursorX, passwordCursorY) end end -- =========================== -- Run Application -- =========================== rednet.open("back") drawHeader() drawLogin() while true do eventListener() end
function lme( ... ) -- body -- LME Produces logical matrix for equivalence, return an LM object -- M = LME for classical logic -- M = LME(K) for k-valued logic -- Example: m = lme, m = lme(2) local arg={...} local ni = select("#",...) k = arg[1] if ( ni == 0 ) then k = 2 end Mc = lmc(k) Mi = lmi(k) Mr = lmr(k) return Mc*Mi*(leye(k^2)+Mi)*(leye(k)+Mr)*(leye(k)+lwij(k))*Mr end
-- regression tests for vstruct -- tests for fixed bugs go here to make sure they don't recur -- tests are named after the bug they trigger, not the intended behaviour local test = require "vstruct.test.common" local frexp = require "vstruct.frexp" -- No point in running these tests if there isn't a builtin frexp to compare to. if not math.frexp then return end test.group "frexp()" local function test_frexp(x) local m,e = math.frexp(x) if m >= 1 or m <= -1 then -- At least on my machine, frexp() sometimes returns 1 as the mantissa, in -- violation as the spec. Correct this so that we can more properly compare -- things. m,e = m/2, e+1 end local m2,e2 = frexp(x) local ok = m == m2 and e == e2 test.record("frexp equivalence", ok, x, "(builtin) %f,%f != %f,%f (lua)", m, e, m2, e2) end local inf = math.huge local z = 0.0 local nz = -z local doubles = { 0.0, 1.0, 2.0, 1/2, 1/4, 1/8, 4.9406564584124654418e-324, 7.4169128616906696301e-309, 1.483382572338133926e-308, 2.225073858507200889e-308, 2.2250738585072013831e-308, 2.2250738585072018772e-308, 2.9667651446762683461e-308, 3.7084564308453353091e-308, 4.4501477170144022721e-308, 8.9884656743115795386e+307, 8.9884656743115815345e+307, 1.1984620899082105386e+308, 1.4980776123852631234e+308, 1.7976931348623157081e+308, 4.9406564584124654418e-324, 2.225073858507200889e-308, 2.2250738585072013831e-308, 1.7976931348623157081e+308, 0.0, nz, -4.9406564584124654418e-324, -7.4169128616906696301e-309, -1.483382572338133926e-308, -2.225073858507200889e-308, -2.2250738585072013831e-308, -2.2250738585072018772e-308, -2.9667651446762683461e-308, -3.7084564308453353091e-308, -4.4501477170144022721e-308, -8.9884656743115795386e+307, -8.9884656743115815345e+307, -1.1984620899082105386e+308, -1.4980776123852631234e+308, -1.7976931348623157081e+308, -4.9406564584124654418e-324, -2.225073858507200889e-308, -2.2250738585072013831e-308, -1.7976931348623157081e+308, nz, } for _,double in ipairs(doubles) do test_frexp(double) end
list.Set( "player_base_clothing_system", "pony", { NiceModel = { 'models/ppm/player_default_base_new.mdl', 'models/ppm/player_default_base_new_nj.mdl', 'models/ppm/player_default_base_nj.mdl', 'models/ppm/player_default_base.mdl', 'models/cppm/player_default_base.mdl', 'models/cppm/player_default_base_nj.mdl', }, BoneType = { Head = false, -- ะ“ะพะปะพะฒะฐ Neck = false, -- ะจะตั Chest = false, -- ะ“ั€ัƒะดัŒ BodyCenter = false, -- ะขะตะปะพ Pelvis = false, -- ะšั€ัƒะฟ Spine = false, -- ะกะฟะธะฝะฐ RightSide = false, -- ะŸั€ะฐะฒั‹ะน ะฑะพะบ LeftSide = false, -- ะ›ะตะฒั‹ะน ะฑะพะบ FrontLeftHoof = false, -- ะŸะตั€ะตะดะฝะตะต ะปะตะฒะพะต ะบะพะฟั‹ั‚ะพ FontRightHoof = false, -- ะŸะตั€ะตะดะฝะตะต ะทะฐะดะฝะตะต ะบะพะฟั‹ั‚ะพ RearLeftHoof = false, -- ะ—ะฐะดะฝะตะต ะปะตะฒะพะต ะบะพะฟั‹ั‚ะพ RearRightHoof = false, -- ะ—ะฐะดะฝะตะต ะฟั€ะฐะฒะพะต ะบะพะฟั‹ั‚ะพ TipFrontLeftHoof = false, -- ะŸะตั€ะตะดะฝะตะต ะปะตะฒะพะต ะบะพะฟั‹ั‚ะพ ะฟะพัะปะต ะบะพะปะตะฝะฐ TipFrontRightHoof = false, -- ะŸะตั€ะตะดะฝะตะต ะฟั€ะฐะฒะพะต ะบะพะฟั‹ั‚ะพ ะฟะพัะปะต ะบะพะปะตะฝะฐ TipRearLeftHoof = false, -- ะ—ะฐะดะฝะตะต ะปะตะฒะพะต ะบะพะฟั‹ั‚ะพ ะฟะพัะปะต ะบะพะปะตะฝะฐ TipRearRightHoof = false, -- ะ—ะฐะดะฝะตะต ะฟั€ะฐะฒะพะต ะบะพะฟั‹ั‚ะพ ะฟะพัะปะต ะบะพะปะตะฝะฐ } } ) list.Set( "player_base_clothing_system", "hl2_player", { BoneType = { Head = false, -- ะ“ะพะปะพะฒะฐ Neck = false, -- ะจะตั Chest = false, -- ะ“ั€ัƒะดัŒ BodyCenter = false, -- ะขะตะปะพ Stomach = false, -- ะ–ะธะฒะพั‚ Thigh = false, -- ะ‘ั‘ะดั€ะฐ Pelvis = false, -- ะขะฐะท Spine = false, -- ะกะฟะธะฝะฐ LeftLeg = false, -- ะ›ะตะฒะฐั ะฝะพะณะฐ ะดะพ ะบะพะปะตะฝะฐ LeftKnee = false, -- ะ›ะตะฒะพะต ะบะพะปะตะฝะพ LeftShin = false, -- ะ›ะตะฒะฐั ะณะพะปะตะฝัŒ LeftFoot = false, -- ะ›ะตะฒะฐั ะฝะพะณะฐ LeftHeel = false, -- ะ›ะตะฒะฐั ะฟัั‚ะบะฐ RightLeg = false, -- ะŸั€ะฐะฒะฐั ะฝะพะณะฐ ะดะพ ะบะพะปะตะฝะฐ RightKnee = false, -- ะŸั€ะฐะฒะพะต ะบะพะปะตะฝะพ RightShin = false, -- ะŸั€ะฐะฒะฐั ะณะพะปะตะฝัŒ RightFoot = false, -- ะŸั€ะฐะฒะฐั ะฝะพะณะฐ RightHeel = false, -- ะŸั€ะฐะฒะฐั ะฟัั‚ะบะฐ LeftShoulder = false, -- ะ›ะตะฒะพะต ะฟะปะตั‡ะพ LeftArm = false, -- ะ›ะตะฒะฐั ั€ัƒะบะฐ ะดะพ ะปะพะบั‚ั LeftElbow = false, -- ะ›ะตะฒั‹ะน ะปะพะบะพั‚ัŒ LeftForearm = false, -- ะ›ะตะฒะพะต ะฟั€ะตะดะฟะปะตั‡ัŒะต LeftWrist = false, -- ะ›ะตะฒะพะต ะทะฐะฟััั‚ัŒะต LeftHand = false, -- ะ›ะตะฒะฐั ะบะธัั‚ัŒ/ะปะฐะดะพะฝัŒ RightShoulder = false, -- ะŸั€ะฐะฒะพะต ะฟะปะตั‡ะพ RightArm = false, -- ะŸั€ะฐะฒะฐั ั€ัƒะบะฐ ะดะพ ะปะพะบั‚ั RightElbow = false, -- ะŸั€ะฐะฒั‹ะน ะปะพะบะพั‚ัŒ RightForearm = false, -- ะŸั€ะฐะฒะพะต ะฟั€ะตะดะฟะปะตั‡ัŒะต RightWrist = false, -- ะŸั€ะฐะฒะพะต ะทะฐะฟััั‚ัŒะต RightHand = false, -- ะŸั€ะฐะฒะฐั ะบะธัั‚ัŒ/ะปะฐะดะพะฝัŒ } } )
local _={} _[38]={x=31,id=2,y=0,arrangement=0,type=0} _[37]={x=24,id=1,y=11,arrangement=6,type=1} _[36]={x=19,id=0,y=1,arrangement=4,type=1} _[35]={y=4,x=12,id=0} _[34]={y=7,x=9,dest=19,id=3} _[33]={y=0,x=13,dest=17,id=2} _[32]={y=7,x=9,dest=19,id=1} _[31]={y=11,x=17,dest=18,id=0} _[30]={y=0,x=28,target=11,id=3} _[29]={y=0,x=28,target=11,id=2} _[28]={y=0,x=28,target=11,id=1} _[27]={y=0,x=28,target=11,id=0} _[26]={x=15,w=1,y=10,h=3,style=false,id=15} _[25]={x=7,w=1,y=6,h=10,style=false,id=14} _[24]={x=15,w=1,y=0,h=3,style=false,id=13} _[23]={x=11,w=4,y=2,h=1,style=false,id=12} _[22]={x=11,w=1,y=0,h=2,style=true,id=11} _[21]={x=7,w=1,y=0,h=5,style=false,id=10} _[20]={x=7,w=4,y=5,h=1,style=false,id=9} _[19]={x=26,w=1,y=4,h=4,style=false,id=8} _[18]={x=22,w=4,y=7,h=1,style=false,id=7} _[17]={x=21,w=11,y=2,h=1,style=false,id=6} _[16]={x=20,w=1,y=2,h=3,style=false,id=5} _[15]={x=21,w=1,y=7,h=3,style=false,id=4} _[14]={x=16,w=5,y=5,h=1,style=false,id=3} _[13]={x=15,w=6,y=9,h=1,style=false,id=2} _[12]={x=16,w=16,y=12,h=1,style=false,id=1} _[11]={x=11,w=1,y=5,h=5,style=false,id=0} _[10]={y=0,x=24,id=3} _[9]={y=10,x=28,id=2} _[8]={y=1,x=8,id=1} _[7]={y=12,x=11,id=0} _[6]={_[36],_[37],_[38]} _[5]={_[35]} _[4]={_[31],_[32],_[33],_[34]} _[3]={_[27],_[28],_[29],_[30]} _[2]={_[11],_[12],_[13],_[14],_[15],_[16],_[17],_[18],_[19],_[20],_[21],_[22],_[23],_[24],_[25],_[26]} _[1]={_[7],_[8],_[9],_[10]} return {spawners=_[1],walls=_[2],keys=_[3],exits=_[4],starts=_[5],treasures=_[6]}
/* Fin tool II by Austin "Q42" Fox This addon is not for stealing. K THX. */ fintool = {} function fintool.initialize() fintool.wind = Vector( math.Rand(-360, 360), math.Rand(-360, 360), 0) fintool.maxwind = 360 fintool.minwind = 0 end hook.Add( "Initialize", "finitialize", fintool.initialize ) function fintool.think() fintool.nextthink = fintool.nextthink or CurTime() if CurTime() > fintool.nextthink then fintool.maxdelay = fintool.maxdelay or 120 fintool.wind = Vector( math.Rand(fintool.minwind, fintool.maxwind), math.Rand(fintool.minwind, fintool.maxwind), 0) fintool.nextthink = fintool.nextthink + math.Rand(0, fintool.maxdelay) end end hook.Add( "Think", "finthink", fintool.think ) function fintool.setmaxdelay(player,command,arg) if player:IsAdmin() or player:IsSuperAdmin() then fintool.maxdelay = arg[1] end end concommand.Add("fintool_setmaxwinddelay",fintool.setmaxdelay) function fintool.setmaxwind(player,command,arg) if player:IsAdmin() or player:IsSuperAdmin() then fintool.maxwind = arg[1] end end concommand.Add("fintool_setmaxwind",fintool.setmaxwind) function fintool.setminwind(player,command,arg) if player:IsAdmin() or player:IsSuperAdmin() then fintool.minwind = arg[1] end end concommand.Add("fintool_setminwind",fintool.setminwind)
--Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/bow_deerhunter.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_DeerHunter.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,105}, sound = { ")weapons/firearms/bow_deerhunter/bow_fire_01.wav" }, } ) sound.Add( { name = "Weapon_DeerHunter.PullBack", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_NORM, sound = { ")weapons/firearms/bow_deerhunter/bow_pullback_01.wav", ")weapons/firearms/bow_deerhunter/bow_pullback_02.wav", ")weapons/firearms/bow_deerhunter/bow_pullback_03.wav", ")weapons/firearms/bow_deerhunter/bow_pullback_04.wav" }, } ) sound.Add( { name = "Weapon_DeerHunter.ArrowFly", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_NORM, sound = ")weapons/firearms/bow_deerhunter/arrow_fly_loop_01.wav", } ) sound.Add( { name = "Weapon_DeerHunter.ArrowFetch", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_NORM, sound = { ")weapons/firearms/bow_deerhunter/arrow_fetch_01.wav", ")weapons/firearms/bow_deerhunter/arrow_fetch_02.wav", ")weapons/firearms/bow_deerhunter/arrow_fetch_03.wav", ")weapons/firearms/bow_deerhunter/arrow_fetch_04.wav" }, } ) sound.Add( { name = "Weapon_DeerHunter.ArrowLoad", channel = CHAN_ITEM, volume = 0.4, level = SNDLVL_NORM, sound = { ")weapons/firearms/bow_deerhunter/arrow_load_01.wav", ")weapons/firearms/bow_deerhunter/arrow_load_02.wav", ")weapons/firearms/bow_deerhunter/arrow_load_03.wav" }, } ) sound.Add( { name = "Weapon_DeerHunter.Shove", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) sound.Add( { name = "Weapon_DeerHunter.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_DeerHunter.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/exp_grenade.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Frag.Toss", channel = CHAN_WEAPON, volume = 0.7, level = SNDLVL_75dB, sound = ")weapons/firearms/exp_frag/Frag_Toss.wav", } ) sound.Add( { name = "Weapon_Frag.Throw", channel = CHAN_WEAPON, volume = 0.7, level = SNDLVL_75dB, sound = ")weapons/firearms/exp_frag/frag_draw.wav", } ) sound.Add( { name = "Weapon_Frag.Draw", channel = CHAN_BODY, volume = 0.9, level = SNDLVL_40dB, pitch = {95,105}, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Frag.PinPull", channel = CHAN_WEAPON, volume = 0.7, level = SNDLVL_55dB, sound = { ")weapons/firearms/exp_frag/Frag_Pull_Pin1.wav", ")weapons/firearms/exp_frag/Frag_Pull_Pin2.wav" }, } ) sound.Add( { name = "Weapon_Frag.Explode", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_180dB, sound = { "^weapons/firearms/exp_frag/Frag_Explode1.wav", "^weapons/firearms/exp_frag/Frag_Explode2.wav", "^weapons/firearms/exp_frag/Frag_Explode3.wav" }, } ) sound.Add( { name = "Weapon_Frag.Debris", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_75dB, sound = { "^weapons/firearms/exp_frag/Frag_Debris1.wav", "^weapons/firearms/exp_frag/Frag_Debris2.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/exp_molotov.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Molotov.Ignite_Rag", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_NORM, sound = ")weapons/firearms/exp_molotov/molotov_rag_ignite_01.wav", } ) sound.Add( { name = "Weapon_Molotov.Rag_Loop", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_NORM, sound = ")weapons/firearms/exp_molotov/molotov_rag_fire_loop_01.wav", } ) sound.Add( { name = "Weapon_Molotov.Explode", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_NORM, sound = ")weapons/firearms/exp_molotov/molotov_explode_01.wav", } ) sound.Add( { name = "Weapon_Molotov.Fire_Loop", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_NORM, sound = ")weapons/firearms/exp_molotov/molotov_fire_loop_01.wav", } ) sound.Add( { name = "Weapon_Molotov.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Molotov.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_Molotov.Shove", channel = CHAN_WEAPON, volume = 0.55, level = SNDLVL_105dB, pitch = {95,100}, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/exp_tnt.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_TNT.Explode", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_180dB, sound = ")weapons/firearms/exp_tnt/tnt_explode_01.wav", } ) sound.Add( { name = "Weapon_TNT.Explode2", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_180dB, sound = ")weapons/firearms/exp_tnt/tnt_explode_02.wav", } ) sound.Add( { name = "Weapon_TNT.Ignite", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_NORM, sound = ")weapons/firearms/exp_tnt/tnt_ignite_01.wav", } ) sound.Add( { name = "Weapon_TNT.Pop", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_NORM, sound = ")weapons/firearms/exp_tnt/tnt_pop_01.wav", } ) sound.Add( { name = "Weapon_TNT.Spark_Loop", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_NORM, sound = ")weapons/firearms/exp_tnt/tnt_spark_loop_01.wav", } ) sound.Add( { name = "Weapon_TNT.Spark_Loop2", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_NORM, sound = ")weapons/firearms/exp_tnt/tnt_spark_loop_02.wav", } ) sound.Add( { name = "Weapon_TNT.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_TNT.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_TNT.Shove", channel = CHAN_WEAPON, volume = 0.55, level = SNDLVL_105dB, pitch = {95,100}, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_1022.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_22Pistol.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,100}, sound = { ")weapons/firearms/rifle_ruger1022/ruger_fire_01.wav", ")weapons/firearms/rifle_ruger1022/ruger_fire_02.wav" }, } ) sound.Add( { name = "Weapon_22Pistol.ClipIn", channel = CHAN_ITEM, volume = 0.7, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_ruger1022/Ruger_ClipIn.wav", } ) sound.Add( { name = "Weapon_22Pistol.ClipOut", channel = CHAN_ITEM, volume = 0.7, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_ruger1022/Ruger_ClipOut.wav", } ) sound.Add( { name = "Weapon_22Pistol.Empty", channel = CHAN_ITEM, volume = 1, level = SNDLVL_60dB, sound = { ")weapons/firearms/rifle_ruger1022/Ruger_DryFire1.wav", ")weapons/firearms/rifle_ruger1022/Ruger_DryFire2.wav" }, } ) sound.Add( { name = "Weapon_22Pistol.Slide", channel = CHAN_ITEM, volume = 0.7, level = SNDLVL_45dB, sound = { ")weapons/firearms/rifle_ruger1022/Ruger_Slide1.wav", ")weapons/firearms/rifle_ruger1022/Ruger_Slide3.wav" }, } ) sound.Add( { name = "Weapon_22Pistol.SlideLock", channel = CHAN_ITEM, volume = 0.7, level = SNDLVL_45dB, sound = { ")weapons/firearms/rifle_ruger1022/Ruger_SlideLock.wav" }, } ) sound.Add( { name = "Weapon_22Pistol.DryFire", channel = CHAN_WEAPON, volume = 0.7, level = SNDLVL_45dB, sound = { ")weapons/firearms/rifle_ruger1022/Ruger_DryFire1.wav", ")weapons/firearms/rifle_ruger1022/Ruger_DryFire1.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_1911.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_1911.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {98,102}, sound = { ")weapons/firearms/hndg_colt1911/Colt_1911_Fire1.wav" }, } ) sound.Add( { name = "Weapon_1911.Empty", channel = CHAN_AUTO, volume = 0.7, level = SNDLVL_45dB, pitch = {92,100}, sound = { ")weapons/firearms/hndg_colt1911/Colt_1911_DryFire.wav" }, } ) sound.Add( { name = "Weapon_1911.clipin", channel = CHAN_ITEM, volume = 0.7, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_colt1911/Colt_1911_ClipIn.wav", } ) sound.Add( { name = "Weapon_1911.ClipOut", channel = CHAN_ITEM, volume = 0.7, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_colt1911/Colt_1911_ClipOut.wav", } ) sound.Add( { name = "Weapon_1911.Empty", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_60dB, sound = { ")weapons/firearms/hndg_colt1911/Colt_1911_Empty.wav", ")weapons/firearms/hndg_colt1911/Colt_1911_Empty2.wav" }, } ) sound.Add( { name = "Weapon_1911.SlideBack", channel = CHAN_ITEM, volume = 0.7, level = SNDLVL_45dB, sound = { ")weapons/firearms/hndg_colt1911/Colt_1911_SlideBack1.wav", ")weapons/firearms/hndg_colt1911/Colt_1911_SlideBack2.wav", ")weapons/firearms/hndg_colt1911/Colt_1911_SlideBack3.wav" }, } ) sound.Add( { name = "Weapon_1911.SlideForward", channel = CHAN_ITEM, volume = 0.7, level = SNDLVL_45dB, sound = { ")weapons/firearms/hndg_colt1911/Colt_1911_SlideForward1.wav", ")weapons/firearms/hndg_colt1911/Colt_1911_SlideForward2.wav", ")weapons/firearms/hndg_colt1911/Colt_1911_SlideForward3.wav" }, } ) sound.Add( { name = "Weapon_1911.SlideLock", channel = CHAN_ITEM, volume = 0.7, level = SNDLVL_45dB, sound = { ")weapons/firearms/hndg_colt1911/Colt_1911_SlideLock.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_500a.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_500Pump.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,105}, sound = { ")weapons/firearms/shtg_mossberg500/m500_fire_01.wav" }, } ) sound.Add( { name = "Weapon_500Pump.DryFire", channel = CHAN_AUTO, volume = 0.6, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_mossberg500/M500_DryFire1.wav", ")weapons/firearms/shtg_mossberg500/M500_DryFire2.wav" }, } ) sound.Add( { name = "Weapon_500Pump.PumpBack", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_mossberg500/M500_PumpBack1.wav", ")weapons/firearms/shtg_mossberg500/M500_PumpBack2.wav", ")weapons/firearms/shtg_mossberg500/M500_PumpBack3.wav" }, } ) sound.Add( { name = "Weapon_500Pump.PumpForward", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_mossberg500/M500_PumpForward1.wav", ")weapons/firearms/shtg_mossberg500/M500_PumpForward2.wav", ")weapons/firearms/shtg_mossberg500/M500_PumpForward3.wav" }, } ) sound.Add( { name = "Weapon_500Pump.LoadShell", channel = CHAN_ITEM, volume = 0.4, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_mossberg500/M500_LoadShell1.wav", ")weapons/firearms/shtg_mossberg500/M500_LoadShell2.wav", ")weapons/firearms/shtg_mossberg500/M500_LoadShell3.wav", ")weapons/firearms/shtg_mossberg500/M500_LoadShell4.wav" }, } ) sound.Add( { name = "Weapon_500Pump.LoadShell_Special", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_mossberg500/M500_LoadShell3.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_870.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_ShotgunPump.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,100}, sound = { ")weapons/firearms/shtg_remington870/remington_fire_01.wav" }, } ) sound.Add( { name = "Weapon_ShotgunPump.DryFire", channel = CHAN_AUTO, volume = 0.6, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_remington870/Shotgun_Pump_DryFire1.wav", ")weapons/firearms/shtg_remington870/Shotgun_Pump_DryFire2.wav" }, } ) sound.Add( { name = "Weapon_ShotgunPump.PumpBack", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_remington870/Shotgun_Pump_Back1.wav", ")weapons/firearms/shtg_remington870/Shotgun_Pump_Back2.wav", ")weapons/firearms/shtg_remington870/Shotgun_Pump_Back3.wav", ")weapons/firearms/shtg_remington870/Shotgun_Pump_Back4.wav" }, } ) sound.Add( { name = "Weapon_ShotgunPump.PumpForward", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_remington870/Shotgun_Pump_Forward1.wav", ")weapons/firearms/shtg_remington870/Shotgun_Pump_Forward2.wav", ")weapons/firearms/shtg_remington870/Shotgun_Pump_Forward3.wav", ")weapons/firearms/shtg_remington870/Shotgun_Pump_Forward4.wav" }, } ) sound.Add( { name = "Weapon_ShotgunPump.LoadShell", channel = CHAN_ITEM, volume = 0.4, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_remington870/Shotgun_Pump_LoadShell1.wav", ")weapons/firearms/shtg_remington870/Shotgun_Pump_LoadShell2.wav", ")weapons/firearms/shtg_remington870/Shotgun_Pump_LoadShell3.wav", ")weapons/firearms/shtg_remington870/Shotgun_Pump_LoadShell4.wav", ")weapons/firearms/shtg_remington870/Shotgun_Pump_LoadShell5.wav" }, } ) sound.Add( { name = "Weapon_ShotgunPump.LoadShell_Special", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_remington870/Shotgun_Pump_LoadShell3.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_cz858.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_cz858.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,100}, sound = { ")weapons/firearms/rifle_cz858/cz858_fire_01.wav" }, } ) sound.Add( { name = "Weapon_cz858.ClipIn", channel = CHAN_ITEM, volume = 0.9, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_cz858/cz858_ClipIn.wav", } ) sound.Add( { name = "Weapon_cz858.ClipOut", channel = CHAN_ITEM, volume = 0.9, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_cz858/cz858_ClipOut.wav", } ) sound.Add( { name = "Weapon_cz858.Empty", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_60dB, sound = { ")weapons/firearms/rifle_cz858/Empty.wav", ")weapons/firearms/rifle_cz858/Empty2.wav" }, } ) sound.Add( { name = "Weapon_cz858.Slide", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_cz858/cz858_Slide1.wav", } ) sound.Add( { name = "Weapon_cz858.SlideBack", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_cz858/cz858_SlideBack.wav", } ) sound.Add( { name = "Weapon_cz858.SlideForward", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_cz858/cz858_SlideForward.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_fnfal.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_FAL.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,100}, sound = { ")weapons/firearms/rifle_fnfal/fnfal_fire_01.wav" }, } ) sound.Add( { name = "Weapon_FAL.MagIn", channel = CHAN_ITEM, volume = 0.9, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_fnfal/fnfal_magin_01.wav", } ) sound.Add( { name = "Weapon_FAL.MagOut", channel = CHAN_ITEM, volume = 0.9, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_fnfal/fnfal_magout_01.wav", } ) sound.Add( { name = "Weapon_FAL.Boltback", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_fnfal/fnfal_boltback_01.wav", } ) sound.Add( { name = "Weapon_FAL.Boltforward", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_fnfal/fnfal_boltforward_01.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_glock17.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Glock17.Fire1", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,100}, sound = { ")weapons/firearms/hndg_glock17/glock_fire_01.wav" }, } ) sound.Add( { name = "Weapon_Glock17.MagazineIn", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_glock17/glock17_MagazineIn.wav", } ) sound.Add( { name = "Weapon_glock17.MagazineOut", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_glock17/glock17_MagazineOut.wav", } ) sound.Add( { name = "Weapon_glock17.DryFire", channel = CHAN_AUTO, volume = 0.5, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_glock17/glock17_DryFire.wav", } ) sound.Add( { name = "Weapon_glock17.GenericFoley", channel = CHAN_ITEM, volume = 0.3, level = SNDLVL_30dB, sound = { ")weapons/firearms/hndg_glock17/glock17_genericfoley1.wav", ")weapons/firearms/hndg_glock17/glock17_genericfoley2.wav", ")weapons/firearms/hndg_glock17/glock17_genericfoley3.wav" }, } ) sound.Add( { name = "Weapon_glock17.SlidePull", channel = CHAN_ITEM, volume = 0.2,0.4, pitch = {95,105}, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_glock17/glock17_SlidePull.wav", } ) sound.Add( { name = "Weapon_glock17.SlideLock", channel = CHAN_ITEM, volume = 0.4, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_glock17/glock17_SlideLock.wav", } ) sound.Add( { name = "Weapon_glock17.SlideRelease", channel = CHAN_ITEM, volume = 0.4, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_glock17/glock17_SlideRelease.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_jae700.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_JAE700.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_140dB, sound = { ")weapons/firearms/rifle_jae700/jae_fire_01.wav" }, } ) sound.Add( { name = "Weapon_JAE700.BoltSlide", channel = CHAN_ITEM, volume = 0.7, level = SNDLVL_70dB, sound = { ")weapons/firearms/rifle_jae700/jae_boltpull_01.wav" }, } ) sound.Add( { name = "Weapon_JAE700.BoltSlideSlow", channel = CHAN_ITEM, volume = 0.7, level = SNDLVL_70dB, sound = { ")weapons/firearms/rifle_jae700/jae_boltpull_slow_01.wav" }, } ) sound.Add( { name = "Weapon_JAE700.Magout", channel = CHAN_WEAPON, volume = 0.7, level = SNDLVL_70dB, sound = { ")weapons/firearms/rifle_jae700/jae_magout_01.wav" }, } ) sound.Add( { name = "Weapon_JAE700.Magin", channel = CHAN_WEAPON, volume = 0.7, level = SNDLVL_70dB, sound = { ")weapons/firearms/rifle_jae700/jae_magin_01.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_m16a4.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_AR15.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,100}, sound = { ")weapons/firearms/mil_m16a4/m16_fire_01.wav" }, } ) sound.Add( { name = "Weapon_AR15.ClipOut", channel = CHAN_ITEM, volume = 0.5, pitch = PITCH_NORM, sound = ")weapons/firearms/mil_m16a4/M16_ClipOut.wav", } ) sound.Add( { name = "Weapon_AR15.ClipIn", channel = CHAN_ITEM, volume = 0.5, pitch = PITCH_NORM, sound = ")weapons/firearms/mil_m16a4/M16_ClipIn.wav", } ) sound.Add( { name = "Weapon_AR15.SlideRelease", channel = CHAN_ITEM, volume = 0.5, pitch = PITCH_NORM, sound = ")weapons/firearms/mil_m16a4/M16_SlideRelease.wav", } ) sound.Add( { name = "Weapon_AR15.Empty", channel = CHAN_ITEM, volume = 0.5, pitch = PITCH_NORM, sound = ")weapons/firearms/mil_m16a4/M16_DryFire.wav", } ) sound.Add( { name = "Weapon_AR15.Slide", channel = CHAN_ITEM, volume = 0.5, pitch = PITCH_NORM, sound = ")weapons/firearms/mil_m16a4/M16_Slide.wav", } ) sound.Add( { name = "Weapon_AR15.Slide2", channel = CHAN_ITEM, volume = 0.5, pitch = PITCH_NORM, sound = ")weapons/firearms/mil_m16a4/M16_Slide2.wav", } ) sound.Add( { name = "Weapon_AR15.DryFire", channel = CHAN_ITEM, volume = 0.5, pitch = PITCH_NORM, sound = ")weapons/firearms/mil_m16a4/M16_DryFire.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_m92fs.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Beretta.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,100}, sound = { ")weapons/firearms/hndg_beretta92fs/Beretta92_Fire1.wav" }, } ) sound.Add( { name = "Weapon_Beretta.ClipIn", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_beretta92fs/Beretta92_ClipIn.wav", } ) sound.Add( { name = "Weapon_Beretta.ClipOut", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_beretta92fs/Beretta92_ClipOut.wav", } ) sound.Add( { name = "Weapon_Beretta.DryFire", channel = CHAN_AUTO, volume = 0.5, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_beretta92fs/Beretta92_DryFire.wav", } ) sound.Add( { name = "Weapon_Beretta.GenericFoley", channel = CHAN_ITEM, volume = 0.3, level = SNDLVL_30dB, sound = { ")player/clothes_generic_foley_01.wav", ")player/clothes_generic_foley_02.wav", ")player/clothes_generic_foley_03.wav", ")player/clothes_generic_foley_04.wav", ")player/clothes_generic_foley_05.wav" }, } ) sound.Add( { name = "Weapon_Beretta.Slide", channel = CHAN_ITEM, volume = 0.2,0.4, pitch = {95,105}, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_beretta92fs/Beretta92_Slide.wav", } ) sound.Add( { name = "Weapon_Beretta.SlideLock", channel = CHAN_ITEM, volume = 0.4, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_beretta92fs/Beretta92_SlideLock.wav", } ) sound.Add( { name = "Weapon_Beretta.SlideRelease", channel = CHAN_ITEM, volume = 0.4, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_beretta92fs/Beretta92_SlideRelease.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_mac10.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_MAC10.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,105}, sound = { ")weapons/firearms/smg_mac10/mac10_fire_01.wav" }, } ) sound.Add( { name = "Weapon_MAC10.dry", channel = CHAN_WEAPON, volume = 0.4, level = SNDLVL_55dB, sound = { ")weapons/firearms/smg_mac10/Mac10_dry01.wav" }, } ) sound.Add( { name = "Weapon_MAC10.ClipOut", channel = CHAN_WEAPON, volume = 0.55, level = SNDLVL_55dB, sound = ")weapons/firearms/smg_mac10/Mac10_Mag_Out.wav", } ) sound.Add( { name = "Weapon_MAC10.ClipIn", channel = CHAN_WEAPON, volume = 0.55, level = SNDLVL_55dB, sound = ")weapons/firearms/smg_mac10/Mac10_Mag_In_1.wav", } ) sound.Add( { name = "Weapon_MAC10.Cliphit", channel = CHAN_WEAPON, volume = 0.55, level = SNDLVL_55dB, sound = ")weapons/firearms/smg_mac10/Mac10_Mag_In_2.wav", } ) sound.Add( { name = "Weapon_MAC10.Boltpull", channel = CHAN_WEAPON, volume = 0.6, level = SNDLVL_55dB, sound = ")weapons/firearms/smg_mac10/Mac10_Mag_In_3.wav", } ) sound.Add( { name = "Weapon_MAC10.Stockpull", channel = CHAN_WEAPON, volume = 0.6, level = SNDLVL_55dB, sound = ")weapons/firearms/smg_mac10/Mac10_Pull.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_mkiii.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Mkiii.Fire", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,105}, sound = ")weapons/firearms/hndg_mkiii/mkiii_fire_01.wav", } ) sound.Add( { name = "Weapon_Mkiii.ClipIn", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_beretta92fs/Beretta92_ClipIn.wav", } ) sound.Add( { name = "Weapon_Mkiii.ClipOut", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_beretta92fs/Beretta92_ClipOut.wav", } ) sound.Add( { name = "Weapon_Mkiii.DryFire", channel = CHAN_AUTO, volume = 0.5, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_mkiii/mkiii_dryfire_01.wav", } ) sound.Add( { name = "Weapon_Mkiii.GenericFoley", channel = CHAN_ITEM, volume = 0.3, level = SNDLVL_30dB, sound = { ")player/clothes_generic_foley_01.wav", ")player/clothes_generic_foley_02.wav", ")player/clothes_generic_foley_03.wav", ")player/clothes_generic_foley_04.wav", ")player/clothes_generic_foley_05.wav" }, } ) sound.Add( { name = "Weapon_Mkiii.Slide", channel = CHAN_ITEM, volume = 0.2,0.4, pitch = {95,105}, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_beretta92fs/Beretta92_Slide.wav", } ) sound.Add( { name = "Weapon_Mkiii.SlideLock", channel = CHAN_ITEM, volume = 0.4, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_beretta92fs/Beretta92_SlideLock.wav", } ) sound.Add( { name = "Weapon_Mkiii.SlideRelease", channel = CHAN_ITEM, volume = 0.4, level = SNDLVL_55dB, sound = ")weapons/firearms/hndg_beretta92fs/Beretta92_SlideRelease.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_mp5a4.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_MP5.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,105}, sound = { ")weapons/firearms/mil_mp5a4/mp5_fire_01.wav" }, } ) sound.Add( { name = "Weapon_MP5.Burst", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_140dB, pitch = {95, 100}, sound = ")weapons/firearms/mil_mp5a4/MP5_FireBurst.wav", } ) sound.Add( { name = "Weapon_MP5.dry", channel = CHAN_WEAPON, volume = 0.4, level = SNDLVL_55dB, sound = { ")weapons/firearms/mil_mp5a4/MP5_DryFire.wav" }, } ) sound.Add( { name = "Weapon_MP5.ClipOut", channel = CHAN_WEAPON, volume = 0.55, level = SNDLVL_55dB, sound = ")weapons/firearms/mil_mp5a4/MP5_ClipOut.wav", } ) sound.Add( { name = "Weapon_MP5.ClipIn", channel = CHAN_WEAPON, volume = 0.55, level = SNDLVL_55dB, sound = ")weapons/firearms/mil_mp5a4/MP5_ClipIn.wav", } ) sound.Add( { name = "Weapon_MP5.SlideLock", channel = CHAN_WEAPON, volume = 0.6, level = SNDLVL_55dB, sound = ")weapons/firearms/mil_mp5a4/MP5_SlideLock.wav", } ) sound.Add( { name = "Weapon_MP5.SlideForward", channel = CHAN_WEAPON, volume = 0.6, level = SNDLVL_55dB, sound = ")weapons/firearms/mil_mp5a4/MP5_SlideForward.wav", } ) sound.Add( { name = "Weapon_MP5.Slide", channel = CHAN_WEAPON, volume = 0.6, level = SNDLVL_55dB, sound = ")weapons/firearms/mil_mp5a4/MP5_Slide.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_sako85.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Sako.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_140dB, sound = { ")weapons/firearms/rifle_sako85/sako_fire_01.wav" }, } ) sound.Add( { name = "Weapon_Sako.BoltOpen", channel = CHAN_ITEM, volume = 0.7, level = SNDLVL_70dB, sound = { ")weapons/firearms/rifle_sako85/Sako_BoltOpen.wav" }, } ) sound.Add( { name = "Weapon_Sako.BoltClosed", channel = CHAN_ITEM, volume = 0.7, level = SNDLVL_70dB, sound = { ")weapons/firearms/rifle_sako85/Sako_BoltClosed.wav" }, } ) sound.Add( { name = "Weapon_Sako.Magout", channel = CHAN_WEAPON, volume = 0.7, level = SNDLVL_70dB, sound = { ")weapons/firearms/rifle_sako85/Sako_magOut.wav" }, } ) sound.Add( { name = "Weapon_Sako.Magin", channel = CHAN_WEAPON, volume = 0.7, level = SNDLVL_70dB, sound = { ")weapons/firearms/rifle_sako85/Sako_magIn.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_sks.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_SKS.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,105}, sound = { ")weapons/firearms/rifle_sks/sks_fire_01.wav" }, } ) sound.Add( { name = "Weapon_SKS.ClipIn1", channel = CHAN_ITEM, volume = 0.9, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_sks/SKS_ClipIn1.wav", } ) sound.Add( { name = "Weapon_SKS.ClipIn2", channel = CHAN_ITEM, volume = 0.9, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_sks/SKS_ClipIn2.wav", } ) sound.Add( { name = "Weapon_SKS.ClipOut", channel = CHAN_WEAPON, volume = 0.9, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_sks/SKS_ClipOut.wav", } ) sound.Add( { name = "Weapon_SKS.Empty", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_60dB, sound = { ")weapons/firearms/rifle_sks/Empty.wav", ")weapons/firearms/rifle_sks/Empty2.wav" }, } ) sound.Add( { name = "Weapon_SKS.Slide", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_sks/SKS_Slide1.wav", } ) sound.Add( { name = "Weapon_SKS.SlideBack", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_sks/SKS_SlideBack.wav", } ) sound.Add( { name = "Weapon_SKS.SlideForward", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_sks/SKS_SlideForward.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_superx3.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_ShotgunAuto.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,105}, sound = { ")weapons/firearms/shtg_winchestersx3/winchestersx3_fire_01.wav" }, } ) sound.Add( { name = "Weapon_ShotgunAuto.SlideBack", channel = CHAN_WEAPON, volume = 0.6, level = SNDLVL_45dB, sound = ")weapons/firearms/shtg_winchestersx3/Shotgun_SemiAuto_Slide1.wav", } ) sound.Add( { name = "Weapon_ShotgunAuto.SlideForward", channel = CHAN_WEAPON, volume = 0.6, level = SNDLVL_45dB, sound = ")weapons/firearms/shtg_winchestersx3/Shotgun_SemiAuto_Slide2.wav", } ) sound.Add( { name = "Weapon_ShotgunAuto.LoadShell", channel = CHAN_ITEM, volume = 0.4, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_winchestersx3/Shotgun_SemiAuto_Reload1.wav", ")weapons/firearms/shtg_winchestersx3/Shotgun_SemiAuto_Reload2.wav", ")weapons/firearms/shtg_winchestersx3/Shotgun_SemiAuto_Reload3.wav", ")weapons/firearms/shtg_winchestersx3/Shotgun_SemiAuto_Reload4.wav", ")weapons/firearms/shtg_winchestersx3/Shotgun_SemiAuto_Reload5.wav" }, } ) sound.Add( { name = "Weapon_ShotgunAuto.DryFire", channel = CHAN_AUTO, volume = 0.6, level = SNDLVL_55dB, sound = ")weapons/firearms/shtg_winchestersx3/Shotgun_SemiAuto_DryFire.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_sv10.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "weapon_db.shellout", channel = CHAN_WEAPON, volume = 0.85, level = SNDLVL_120dB, sound = { ")weapons/firearms/ShellCasing_1Shotty1.wav", ")weapons/firearms/ShellCasing_1Shotty2.wav", ")weapons/firearms/ShellCasing_1Shotty3.wav", ")weapons/firearms/ShellCasing_1Shotty4.wav" }, } ) sound.Add( { name = "weapon_db.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,105}, sound = { ")weapons/firearms/shtg_berettasv10/beretta_fire_01.wav" }, } ) sound.Add( { name = "weapon_db.Close", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_berettasv10/shotgun_doublebarrel_Close.wav", ")weapons/firearms/shtg_berettasv10/shotgun_doublebarrel_Close2.wav" }, } ) sound.Add( { name = "Weapon_SV10.Open", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_berettasv10/shotgun_doublebarrel_Open.wav", ")weapons/firearms/shtg_berettasv10/shotgun_doublebarrel_Open2.wav" }, } ) sound.Add( { name = "weapon_db.DryFire", channel = CHAN_AUTO, volume = 0.5, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_berettasv10/shotgun_doublebarrel_DryFire1.wav", ")weapons/firearms/shtg_berettasv10/shotgun_doublebarrel_DryFire2.wav" }, } ) sound.Add( { name = "weapon_db.GenericFoley", channel = CHAN_ITEM, volume = 0.3, level = SNDLVL_55dB, sound = { ")player/clothes_generic_foley_01.wav", ")player/clothes_generic_foley_02.wav", ")player/clothes_generic_foley_03.wav", ")player/clothes_generic_foley_04.wav", ")player/clothes_generic_foley_05.wav" }, } ) sound.Add( { name = "weapon_db.LoadShell", channel = CHAN_ITEM, volume = 0.2,0.4, pitch = {95,105}, level = SNDLVL_55dB, sound = { ")weapons/firearms/shtg_berettasv10/shotgun_doublebarrel_LoadShell1.wav", ")weapons/firearms/shtg_berettasv10/shotgun_doublebarrel_LoadShell2.wav", ")weapons/firearms/shtg_berettasv10/Shotgun_DoubleBarrel_LoadShell3.wav", ")weapons/firearms/shtg_berettasv10/shotgun_doublebarrel_LoadShell4.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_sw686.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_686.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,100}, sound = { ")weapons/firearms/hndg_sw686/revolver_fire_01.wav" }, } ) sound.Add( { name = "Weapon_686.Dry", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_70dB, sound = { ")weapons/firearms/hndg_sw686/Revolver_DryFire1.wav", ")weapons/firearms/hndg_sw686/Revolver_DryFire2.wav" }, } ) sound.Add( { name = "Weapon_686.ChamberClick", channel = CHAN_WEAPON, volume = 0.5, level = SNDLVL_45dB, sound = { ")weapons/firearms/hndg_sw686/Revolver_Load_1.wav", ")weapons/firearms/hndg_sw686/Revolver_Load_2.wav", ")weapons/firearms/hndg_sw686/Revolver_Load_3.wav", ")weapons/firearms/hndg_sw686/Revolver_Load_4.wav", ")weapons/firearms/hndg_sw686/Revolver_Load_5.wav", ")weapons/firearms/hndg_sw686/Revolver_Load_6.wav" }, } ) sound.Add( { name = "Weapon_686.CycleSpin", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_45dB, sound = ")weapons/firearms/hndg_sw686/Revolver_SpinCyl.wav", } ) sound.Add( { name = "Weapon_686.HammerBack", channel = CHAN_WEAPON, volume = 0.5, level = SNDLVL_45dB, sound = { ")weapons/firearms/hndg_sw686/Revolver_HammerBack1.wav", ")weapons/firearms/hndg_sw686/Revolver_HammerBack2.wav" }, } ) sound.Add( { name = "Weapon_686.Load_3", channel = CHAN_WEAPON, volume = 0.5, level = SNDLVL_45dB, pitch = {95,100}, sound = { ")weapons/firearms/hndg_sw686/Revolver_Load_3.wav" }, } ) sound.Add( { name = "Weapon_686.Load_2", channel = CHAN_WEAPON, volume = 0.5, level = SNDLVL_45dB, pitch = {95,100}, sound = { ")weapons/firearms/hndg_sw686/Revolver_Load_2.wav" }, } ) sound.Add( { name = "Weapon_686.Load_5", channel = CHAN_WEAPON, volume = 0.5, level = SNDLVL_45dB, pitch = {95,100}, sound = { ")weapons/firearms/hndg_sw686/Revolver_Load_5.wav" }, } ) sound.Add( { name = "Weapon_686.Load_6", channel = CHAN_WEAPON, volume = 0.5, level = SNDLVL_45dB, pitch = {95,100}, sound = { ")weapons/firearms/hndg_sw686/Revolver_Load_6.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/fa_winchester1892.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Win1892.Single", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,100}, sound = { ")weapons/firearms/rifle_win1892/win1892_fire_01.wav" }, } ) sound.Add( { name = "Weapon_Win1892.DryFire", channel = CHAN_AUTO, volume = 0.6, level = SNDLVL_55dB, sound = { ")weapons/firearms/rifle_win1892/Win1892_DryFire1.wav", ")weapons/firearms/rifle_win1892/Win1892_DryFire2.wav" }, } ) sound.Add( { name = "Weapon_Win1892.LeverDown", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_win1892/Win1892_Leverdown2.wav", } ) sound.Add( { name = "Weapon_Win1892.LeverUp", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_55dB, sound = ")weapons/firearms/rifle_win1892/Win1892_Leverup2.wav", } ) sound.Add( { name = "Weapon_Win1892.LoadShell", channel = CHAN_ITEM, volume = 0.4, level = SNDLVL_55dB, sound = { ")weapons/firearms/rifle_win1892/Win1892_LoadShell1.wav", ")weapons/firearms/rifle_win1892/Win1892_LoadShell2.wav", ")weapons/firearms/rifle_win1892/Win1892_LoadShell3.wav", ")weapons/firearms/rifle_win1892/Win1892_LoadShell4.wav" }, } ) sound.Add( { name = "Weapon_Win1892.LoadShell_Special", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, sound = { ")weapons/firearms/rifle_win1892/Win1892_LoadShell1.wav", ")weapons/firearms/rifle_win1892/Win1892_LoadShell2.wav", ")weapons/firearms/rifle_win1892/Win1892_LoadShell3.wav", ")weapons/firearms/rifle_win1892/Win1892_LoadShell4.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_abrasivesaw.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_AbrasiveSaw.IdleLoop", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_105, sound = ")weapons/melee/circular_saw/circular_saw_idle_01.wav", } ) sound.Add( { name = "Weapon_AbrasiveSaw.SawLoop", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_135dB, sound = ")weapons/melee/circular_saw/circular_saw_fast_01.wav", } ) sound.Add( { name = "Weapon_AbrasiveSaw.IdleToSaw", channel = CHAN_AUTO, volume = 0.4, level = SNDLVL_95dB, sound = ")weapons/melee/circular_saw/circular_saw_idle_to_fast_01.wav", } ) sound.Add( { name = "Weapon_AbrasiveSaw.SawToIdle", channel = CHAN_AUTO, volume = 0.4, level = SNDLVL_95dB, sound = ")weapons/melee/circular_saw/circular_saw_fast_to_idle_01.wav", } ) sound.Add( { name = "Weapon_AbrasiveSaw.Off", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_NORM, sound = ")weapons/melee/circular_saw/circular_saw_shut_off_01.wav", } ) sound.Add( { name = "Weapon_AbrasiveSaw.StartupFailed", channel = CHAN_WEAPON, volume = 0.7, level = SNDLVL_NORM, sound = ")weapons/melee/circular_saw/circular_saw_start_fail_01.wav", } ) sound.Add( { name = "Weapon_AbrasiveSaw.StartupSuccess", channel = CHAN_NORM, volume = 0.7, level = SNDLVL_NORM, sound = ")weapons/melee/circular_saw/circular_saw_start_success_01.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_axe_fire.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Fireaxe.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Fireaxe.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_Fireaxe.Shove", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) sound.Add( { name = "Weapon_Melee.FireaxeLight", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/swing_heavy_sharp_01.wav", ")weapons/melee/swing_heavy_sharp_02.wav", ")weapons/melee/swing_heavy_sharp_03.wav" }, } ) sound.Add( { name = "Weapon_Melee.FireaxeHeavy", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/swing_heavy_sharp_01.wav", ")weapons/melee/swing_heavy_sharp_02.wav", ")weapons/melee/swing_heavy_sharp_03.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_bat_metal.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Bat.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Bat.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_Bat.Shove", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) sound.Add( { name = "Weapon_Melee.BatLight", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/swing_light_blunt_01.wav", ")weapons/melee/swing_light_blunt_02.wav", ")weapons/melee/swing_light_blunt_03.wav" }, } ) sound.Add( { name = "Weapon_Melee.BatHeavy", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/swing_light_blunt_01.wav", ")weapons/melee/swing_light_blunt_02.wav", ")weapons/melee/swing_light_blunt_03.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_chainsaw.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Chainsaw.IdleLoop", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_105, sound = ")weapons/melee/chainsaw/Chainsaw_idleloop.wav", } ) sound.Add( { name = "Weapon_Chainsaw.SawLoop", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_135dB, sound = ")weapons/melee/chainsaw/Chainsaw_sawloop.wav", } ) sound.Add( { name = "Weapon_Chainsaw.IdleLoop2", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_105, sound = ")weapons/melee/chainsaw/Chainsaw_idleloop2.wav", } ) sound.Add( { name = "Weapon_Chainsaw.SawLoop2", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_135dB, sound = ")weapons/melee/chainsaw/Chainsaw_sawloop2.wav", } ) sound.Add( { name = "Weapon_Chainsaw.IdleToSaw", channel = CHAN_AUTO, volume = 0.4, level = SNDLVL_95dB, sound = ")weapons/melee/chainsaw/Chainsaw_idletosaw.wav", } ) sound.Add( { name = "Weapon_Chainsaw.SawToIdle", channel = CHAN_AUTO, volume = 0.4, level = SNDLVL_95dB, sound = ")weapons/melee/chainsaw/Chainsaw_sawtoidle.wav", } ) sound.Add( { name = "Weapon_Chainsaw.Off", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_NORM, sound = ")weapons/melee/chainsaw/Chainsaw_turnoff.wav", } ) sound.Add( { name = "Weapon_Chainsaw.StartupFailed", channel = CHAN_WEAPON, volume = 0.7, level = SNDLVL_NORM, sound = ")weapons/melee/chainsaw/Chainsaw_failedstart.wav", } ) sound.Add( { name = "Weapon_Chainsaw.StartupSuccess", channel = CHAN_WEAPON, volume = 0.7, level = SNDLVL_NORM, sound = ")weapons/melee/chainsaw/Chainsaw_successstart.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_crowbar.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Crowbar.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Crowbar.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_Crowbar.Shove", channel = CHAN_WEAPON, volume = 0.55, level = SNDLVL_105dB, pitch = {95,100}, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) sound.Add( { name = "Weapon_Melee.CrowbarLight", channel = CHAN_WEAPON, volume = 0.55, level = SNDLVL_105dB, pitch = {95,100}, sound = { ")weapons/melee/swing_heavy_sharp_01.wav", ")weapons/melee/swing_heavy_sharp_02.wav", ")weapons/melee/swing_heavy_sharp_03.wav" }, } ) sound.Add( { name = "Weapon_Melee.CrowbarHeavy", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_105dB, pitch = {98,102}, sound = { ")weapons/melee/swing_heavy_sharp_01.wav", ")weapons/melee/swing_heavy_sharp_02.wav", ")weapons/melee/swing_heavy_sharp_03.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_etool.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Etool.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Etool.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_Etool.Shove", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) sound.Add( { name = "Weapon_Etool.SwingLight", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/swing_heavy_sharp_01.wav", ")weapons/melee/swing_heavy_sharp_02.wav", ")weapons/melee/swing_heavy_sharp_03.wav" }, } ) sound.Add( { name = "Weapon_Etool.SwingHeavy", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/swing_heavy_sharp_01.wav", ")weapons/melee/swing_heavy_sharp_02.wav", ")weapons/melee/swing_heavy_sharp_03.wav" }, } ) sound.Add( { name = "Weapon_Etool.Spin", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/etool/etool_spin_01.wav", ")weapons/melee/etool/etool_spin_02.wav", ")weapons/melee/etool/etool_spin_03.wav", ")weapons/melee/etool/etool_spin_04.wav", ")weapons/melee/etool/etool_spin_05.wav", ")weapons/melee/etool/etool_spin_06.wav" }, } ) sound.Add( { name = "Weapon_Etool.AdjustStraight", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = ")weapons/melee/etool/etool_to_default_01.wav", } ) sound.Add( { name = "Weapon_Etool.AdjustAlternate", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = ")weapons/melee/etool/etool_to_alternate_01.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_fists.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Fist.Draw", channel = CHAN_AUTO, level = SNDLVL_NORM, volume = 0.6, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Fist.Holster", channel = CHAN_AUTO, level = SNDLVL_NORM, volume = 0.6, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_Crowbar.Single", channel = CHAN_WEAPON, level = SNDLVL_NORM, volume = 0.5, sound = { ")weapons/melee/swing_fists_01.wav", ")weapons/melee/swing_fists_02.wav", ")weapons/melee/swing_fists_03.wav" }, } ) sound.Add( { name = "Weapon_Fist.HitFlesh", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.8, pitch = {94, 108}, sound = { ")weapons/melee/fists/Fist_Hit1.wav", ")weapons/melee/fists/Fist_Hit2.wav", ")weapons/melee/fists/Fist_Hit3.wav" }, } ) sound.Add( { name = "Weapon_Fist.HitWorld", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.7, pitch = {80, 90}, sound = { ")weapons/melee/fists/Fist_Hit1.wav", ")weapons/melee/fists/Fist_Hit2.wav", ")weapons/melee/fists/Fist_Hit3.wav" }, } ) sound.Add( { name = "Weapon_Fist.Shove", channel = CHAN_WEAPON, level = SNDLVL_64dB, volume = 1.0, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_hatchet.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Hatchet.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Hatchet.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_Hatchet.Shove", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) sound.Add( { name = "Weapon_Melee.HatchetLight", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/swing_light_sharp_01.wav", ")weapons/melee/swing_light_sharp_02.wav", ")weapons/melee/swing_light_sharp_03.wav" }, } ) sound.Add( { name = "Weapon_Melee.HatchetHeavy", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/swing_light_sharp_01.wav", ")weapons/melee/swing_light_sharp_02.wav", ")weapons/melee/swing_light_sharp_03.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_kitknife.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_KitKnife.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.5, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_KitKnife.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.5, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_KitKnife.Shove", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.5, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) sound.Add( { name = "Weapon_KitKnife.SwingLight", channel = CHAN_WEAPON, volume = 1, level = SNDLVL_NORM, pitch = PITCH_NORM, sound = { ")weapons/melee/swing_light_sharp_01.wav", ")weapons/melee/swing_light_sharp_02.wav", ")weapons/melee/swing_light_sharp_03.wav" }, } ) sound.Add( { name = "Weapon_KitKnife.SwingHeavy", channel = CHAN_WEAPON, volume = 1, level = SNDLVL_NORM, pitch = PITCH_NORM, sound = { ")weapons/melee/swing_light_sharp_01.wav", ")weapons/melee/swing_light_sharp_02.wav", ")weapons/melee/swing_light_sharp_03.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_machete.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Machete.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Machete.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_Machete.Shove", channel = CHAN_WEAPON, volume = 0.55, level = SNDLVL_NORM, pitch = {95,100}, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) sound.Add( { name = "Weapon_Melee.MacheteLight", channel = CHAN_WEAPON, volume = 0.55, level = SNDLVL_NORM, pitch = {95,100}, sound = { ")weapons/melee/swing_light_sharp_01.wav", ")weapons/melee/swing_light_sharp_02.wav", ")weapons/melee/swing_light_sharp_03.wav" }, } ) sound.Add( { name = "Weapon_Melee.MacheteHeavy", channel = CHAN_WEAPON, volume = 0.55, level = SNDLVL_NORM, pitch = {95,100}, sound = { ")weapons/melee/swing_light_sharp_01.wav", ")weapons/melee/swing_light_sharp_02.wav", ")weapons/melee/swing_light_sharp_03.wav" }, } ) sound.Add( { name = "Weapon_Machete.Melee_Hit", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_NORM, pitch = {98,102}, sound = { ")weapons/melee/swing_light_sharp_01.wav", ")weapons/melee/swing_light_sharp_02.wav", ")weapons/melee/swing_light_sharp_03.wav" }, } ) sound.Add( { name = "Weapon_Machete.Melee_HitWorld", channel = CHAN_WEAPON, volume = 0.7, level = SNDLVL_90dB, pitch = {90,120}, sound = { ")weapons/crowbar/crowbar_impact1.wav", ")weapons/crowbar/crowbar_impact2.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_pipe_lead.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_PipeLead.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_PipeLead.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_PipeLead.Shove", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) sound.Add( { name = "Weapon_Melee.PipeLeadLight", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_75dB, sound = { ")weapons/melee/swing_light_blunt_01.wav", ")weapons/melee/swing_light_blunt_02.wav", ")weapons/melee/swing_light_blunt_03.wav" }, } ) sound.Add( { name = "Weapon_Melee.PipeLeadHeavy", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_75dB, sound = { ")weapons/melee/swing_light_blunt_01.wav", ")weapons/melee/swing_light_blunt_02.wav", ")weapons/melee/swing_light_blunt_03.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_shovel.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Spade.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Spade.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_Spade.Shove", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) sound.Add( { name = "Weapon_Melee.SpadeLight", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/swing_heavy_sharp_01.wav", ")weapons/melee/swing_heavy_sharp_02.wav", ")weapons/melee/swing_heavy_sharp_03.wav" }, } ) sound.Add( { name = "Weapon_Melee.SpadeHeavy", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/swing_heavy_sharp_01.wav", ")weapons/melee/swing_heavy_sharp_02.wav", ")weapons/melee/swing_heavy_sharp_03.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_sledge.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Sledge.Draw", channel = CHAN_WEAPON, volume = 0.5, level = SNDLVL_55dB, pitch = {98,100}, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Sledge.Holster", channel = CHAN_WEAPON, volume = 0.5, level = SNDLVL_55dB, pitch = {98,100}, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_Sledge.Swing", channel = CHAN_WEAPON, level = SNDLVL_85dB, volume = 1.0, pitch = {95,100}, sound = { ")weapons/melee/swing_heavy_blunt_01.wav", ")weapons/melee/swing_heavy_blunt_02.wav", ")weapons/melee/swing_heavy_blunt_03.wav" }, } ) sound.Add( { name = "Weapon_Sledge.Shove", channel = CHAN_WEAPON, level = SNDLVL_85dB, volume = 1.0, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) sound.Add( { name = "Weapon_Sledge.HitFlesh", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/sledge/sledge_hit1.wav", ")weapons/melee/sledge/sledge_hit2.wav", ")weapons/melee/sledge/sledge_hit3.wav" }, } ) sound.Add( { name = "Weapon_Sledge.HitWorld", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/bat/Woodbat_hitworld1.wav", ")weapons/bat/Woodbat_hitworld2.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/me_wrench.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Wrench.Draw", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, pitch = {98,100}, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Wrench.Holster", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, pitch = {98,100}, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_Wrench.Shove", channel = CHAN_ITEM, volume = 0.5, level = SNDLVL_55dB, pitch = {98,100}, sound = { ")player/shove_01.wav", ")player/shove_02.wav", ")player/shove_03.wav", ")player/shove_04.wav", ")player/shove_05.wav" }, } ) sound.Add( { name = "Weapon_Melee.Wrench", channel = CHAN_WEAPON, level = SNDLVL_85dB, volume = 0.85, pitch = {98,100}, sound = { ")weapons/melee/swing_light_sharp_01.wav", ")weapons/melee/swing_light_sharp_02.wav", ")weapons/melee/swing_light_sharp_03.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/tool_barricade.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Hammer.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Hammer.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_Hammer.BoardDraw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")weapons/melee/hammer/board-draw1.wav", ")weapons/melee/hammer/board-draw2.wav", ")weapons/melee/hammer/board-draw3.wav", ")weapons/melee/hammer/board-draw4.wav" }, } ) sound.Add( { name = "Weapon_Hammer.BoardHolster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")weapons/melee/hammer/board-holster1.wav", ")weapons/melee/hammer/board-holster2.wav", ")weapons/melee/hammer/board-holster3.wav", ")weapons/melee/hammer/board-holster4.wav" }, } ) sound.Add( { name = "Weapon_Hammer.Barricade", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")weapons/melee/hammer/barricade-1.wav", ")weapons/melee/hammer/barricade-2.wav" }, } ) sound.Add( { name = "Weapon_Hammer.BoardLight", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")weapons/melee/hammer/board_damage-light1.wav", ")weapons/melee/hammer/board_damage-light2.wav", ")weapons/melee/hammer/board_damage-light3.wav", ")weapons/melee/hammer/board_damage-light4.wav" }, } ) sound.Add( { name = "Weapon_Hammer.BoardHeavy", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")weapons/melee/hammer/board_damage-heavy1.wav", ")weapons/melee/hammer/board_damage-heavy2.wav", ")weapons/melee/hammer/board_damage-heavy3.wav" }, } ) sound.Add( { name = "Weapon_Hammer.BoardBroken", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")weapons/melee/hammer/board_damage-broken1.wav", ")weapons/melee/hammer/board_damage-broken2.wav" }, } ) sound.Add( { name = "Weapon_Melee.HammerLight", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/hammer/Hammer_Hit1.wav", ")weapons/melee/hammer/Hammer_Hit2.wav", ")weapons/melee/hammer/Hammer_Hit3.wav" }, } ) sound.Add( { name = "Weapon_Melee.HammerSwing", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/swing_light_blunt_01.wav", ")weapons/melee/swing_light_blunt_02.wav", ")weapons/melee/swing_light_blunt_03.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/tool_extinguisher.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Extinguisher.Extinguish", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_105dB, sound = ")weapons/tools/fire_extinguisher/Fire_Extinguisger_StartLoop.wav", } ) sound.Add( { name = "Weapon_Extinguisher.Extinguish_Stop", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_105dB, sound = ")weapons/tools/fire_extinguisher/Fire_Extinguisger_Stop.wav", } ) sound.Add( { name = "Weapon_Extinguisher.Lever", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_105dB, sound = ")weapons/tools/fire_extinguisher/Fire_Extinguisger_Lever.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/tool_flare_gun.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "FlareGun.BarrelOpen", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_45dB, pitch = {95,100}, sound = ")weapons/tools/flaregun/Flaregun_BarrelOpen.wav", } ) sound.Add( { name = "FlareGun.BarrelClose", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_45dB, pitch = {95,100}, sound = ")weapons/tools/flaregun/Flaregun_BarrelClosed.wav", } ) sound.Add( { name = "FlareGun.Fire", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_GUNFIRE, pitch = {95,100}, sound = ")weapons/tools/flaregun/Flaregun_Fire.wav", } ) sound.Add( { name = "FlareGun.HammerDown", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_45dB, pitch = {95,100}, sound = ")weapons/tools/flaregun/Flaregun_HammerDown.wav", } ) sound.Add( { name = "FlareGun.HammerUp", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_45dB, pitch = {95,100}, sound = ")weapons/tools/flaregun/Flaregun_HammerUp.wav", } ) sound.Add( { name = "FlareGun.Load", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_45dB, pitch = {95,100}, sound = ")weapons/tools/flaregun/Flaregun_Load.wav", } ) sound.Add( { name = "FlareGun.SpentOut", channel = CHAN_ITEM, volume = 1.0, level = SNDLVL_45dB, pitch = {95,100}, sound = ")weapons/tools/flaregun/Flaregun_SpentOut.wav", } ) sound.Add( { name = "FlareGun.Pop", channel = CHAN_WEAPON, volume = 1.0, level = SNDLVL_90dB, pitch = {95,100}, sound = ")weapons/tools/flaregun/Flare_Pop.wav", } ) sound.Add( { name = "Flare.Screech", channel = CHAN_VOICE, volume = 1, pitch = 100, level = 120, sound = ")weapons/tools/flaregun/flare_whistle.wav", } ) sound.Add( { name = "Flare.Touch", channel = CHAN_VOICE, volume = 1, pitch = 100, level = 120, sound = ")weapons/tools/flaregun/flare_pop.wav", } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/tool_maglite.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Flashlight.On", channel = CHAN_BODY, volume = 0.5, level = SNDLVL_55dB, pitch = {97,98}, sound = { ")weapons/tools/flashlight/flashlight_on1.wav", ")weapons/tools/flashlight/flashlight_on2.wav" }, } ) sound.Add( { name = "Weapon_Flashlight.Off", channel = CHAN_BODY, volume = 0.5, level = SNDLVL_55dB, pitch = {97,98}, sound = { ")weapons/tools/flashlight/flashlight_off1.wav", ")weapons/tools/flashlight/flashlight_off2.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/tool_welder.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Welder.Flame", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_90dB, sound = ")weapons/tools/welder/Welder_Loop.wav", } ) sound.Add( { name = "Weapon_Welder.Flame2", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_90dB, sound = ")weapons/tools/welder/Welder_Loop2.wav", } ) sound.Add( { name = "Weapon_Welder.Draw", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_draw_01.wav", ")player/weapon_draw_02.wav", ")player/weapon_draw_03.wav", ")player/weapon_draw_04.wav", ")player/weapon_draw_05.wav" }, } ) sound.Add( { name = "Weapon_Welder.Holster", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 0.4, sound = { ")player/weapon_holster_01.wav", ")player/weapon_holster_02.wav", ")player/weapon_holster_03.wav", ")player/weapon_holster_04.wav", ")player/weapon_holster_05.wav" }, } ) sound.Add( { name = "Weapon_Melee.WelderLight", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/swing_light_blunt_01.wav", ")weapons/melee/swing_light_blunt_02.wav", ")weapons/melee/swing_light_blunt_03.wav" }, } ) sound.Add( { name = "Weapon_Melee.WelderHeavy", channel = CHAN_ITEM, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/melee/swing_light_blunt_01.wav", ")weapons/melee/swing_light_blunt_02.wav", ")weapons/melee/swing_light_blunt_03.wav" }, } ) --Generated by TFA's Sound Autoconversion Script --Original Path: D:/SteamGames/steamapps/common/nmrih/nmrih/scripts/weapons_soundscripts/tool_zippo.txt SNDLVL_GUNFIRE = 120 SNDLVL_NORM = 80 SNDLVL_20dB = 20 SNDLVL_25dB = 25 SNDLVL_30dB = 30 SNDLVL_35dB = 35 SNDLVL_40dB = 40 SNDLVL_45dB = 45 SNDLVL_50dB = 50 SNDLVL_55dB = 55 SNDLVL_60dB = 60 SNDLVL_65dB = 65 SNDLVL_70dB = 70 SNDLVL_75dB = 75 SNDLVL_80dB = 80 SNDLVL_85dB = 85 SNDLVL_90dB = 90 SNDLVL_95dB = 95 SNDLVL_100dB = 100 SNDLVL_105dB = 105 SNDLVL_105 = 105 SNDLVL_110dB = 110 SNDLVL_115dB = 115 SNDLVL_120dB = 120 SNDLVL_125dB = 125 SNDLVL_130dB = 130 SNDLVL_135dB = 135 SNDLVL_140dB = 140 SNDLVL_145dB = 145 SNDLVL_150dB = 150 SNDLVL_155dB = 155 SNDLVL_160dB = 160 SNDLVL_165dB = 165 SNDLVL_170dB = 170 SNDLVL_175dB = 175 SNDLVL_180dB = 180 sound.Add( { name = "Weapon_Zippo.Open", channel = CHAN_AUTO, volume = 1.0, level = SNDLVL_NORM, sound = { ")weapons/tools/zippo/zippo_open_01.wav", ")weapons/tools/zippo/zippo_open_02.wav" }, } ) sound.Add( { name = "Weapon_Zippo.Close", channel = CHAN_AUTO, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/tools/zippo/zippo_close_01.wav", ")weapons/tools/zippo/zippo_close_02.wav" }, } ) sound.Add( { name = "Weapon_Zippo.Strike_Fail", channel = CHAN_AUTO, level = SNDLVL_NORM, volume = 1.0, sound = { ")weapons/tools/zippo/zippo_strike_fail_01.wav", ")weapons/tools/zippo/zippo_strike_fail_02.wav", ")weapons/tools/zippo/zippo_strike_fail_03.wav" }, } ) sound.Add( { name = "Weapon_Strike_Success", channel = CHAN_AUTO, level = SNDLVL_NORM, volume = 1.0, sound = ")weapons/tools/zippo/zippo_strike_success_01.wav", } )
-- title: the 128b -- author: ps -- desc: 126b intro for lovebyte battlegrounds 2021 function TIC() s=time()/1e4 for i=0,1e5 do a=i%136 d=i%241 m=a-s*2 pix(d,a,(((d*d+a*a)//241~(d*d+m*m)//241)%2)*12) end print("THE 128b",70,60,0,0,2) end
-- // Honestly, I have no idea what this even does. It was just requested. -- // Services local Players = game:GetService("Players") -- // Vars local LocalPlayer = Players.LocalPlayer local Mouse = LocalPlayer:GetMouse() -- // Get the stat holder thing idk local StatHolder do for _, Connection in ipairs(getconnections(Mouse.Button2Down)) do StatHolder = debug.getupvalue(debug.getupvalue(Connection.Function, 6), 4) break end end -- // Set dog tags StatHolder.dogtags = 100
do local function main(f) local a = f(1) return { _1 = f(2), _2 = { _2 = a, _1 = f(3) } } end (nil)(main) end
local assets = { _VERSION = 'assets v1.0.0', _DESCRIPTION = 'Asset management for love2D', _URL = 'https://github.com/nathaniellam/love-assets', _LICENSE = [[ MIT License Copyright (c) 2021 Nathaniel Lam 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. ]] } ----------------------------- -- Internal Helper Functions ----------------------------- local function getExtension(path) if type(path) == 'string' then local temp = love.filesystem.newFileData(path) local ext = temp:getExtension() temp:release() return ext end return '' end ----------------------------- -- Public Interface ----------------------------- function assets.init(opts) if assets._initialized then error('assets has already been initialized') end if type(opts) == 'number' then opts = {num_workers = opts} elseif type(opts) == 'nil' then opts = {num_workers = 1} end assets._initialized = true assets._asset_cache = {} assets._workers = {} assets._pending_job_queue = {} assets._lock = nil assets._onCancel = opts.onCancel assets.job_channel = love.thread.newChannel() assets.result_channel = love.thread.newChannel() assets.lock_channel = love.thread.newChannel() assets.num_workers = opts.num_workers or 1 for i = 1, assets.num_workers do assets._workers[i] = assets._createWorker() end for k, v in pairs(assets._loaders) do assets.loader(k, v) end end function assets.add(id, path, loader_id, initializer_id) local rev = (assets._asset_cache[id] and assets._asset_cache[id].rev or 0) + 1 if type(path) == 'string' then local loader, loader_type, loader_args = assets._extractLoader(loader_id or getExtension(path)) local initializer, initializer_args = assets._extractInitializer(initializer_id or getExtension(path)) local asset = { id = id, rev = rev, path = path, status = 'loading', loader = loader, loader_type = loader_type, loader_args = loader_args, initializer = initializer, initializer_args = initializer_args } assets._asset_cache[id] = asset local job = { 'asset', id = id, rev = rev, path = path, loader = loader, loader_type = loader_type, loader_args = loader_args } table.insert(assets._pending_job_queue, job) else local asset = { id = id, rev = rev, status = 'ready', result = path } assets._asset_cache[id] = asset end end function assets.remove(id) local asset = assets._asset_cache[id] if not asset then error('Attempted to remove ' .. id .. ' which was not found') end if asset.status == 'ready' then assets._asset_cache[id] = nil return asset.result elseif asset.status == 'loading' then asset.status = 'canceled' elseif asset.status == 'error' then assets._asset_cache[id] = nil end end function assets.clear() for id, asset in pairs(assets._asset_cache) do if asset.status == 'ready' then assets._asset_cache[id] = nil elseif asset.status == 'loading' then asset.status = 'canceled' end end assets._pending_job_queue = {} end function assets.status(id) local asset = assets._asset_cache[id] if asset then return asset.status, asset.err end return 'not found', nil end function assets.get(id) local asset = assets._asset_cache[id] if not asset then error('Attempted to get ' .. id .. ' which was not found') end if asset then if asset.status == 'ready' then return asset.result else return nil, 'Asset not ready' end end return nil, 'Asset not found' end function assets.has(id) local asset = assets._asset_cache[id] if asset then return true end return false end function assets.loader(id, fn) local dump = string.dump(fn) local job = {'loader', id = id, fn = dump} table.insert(assets._pending_job_queue, job) end function assets.require(path, name, initializer) if type(name) == 'function' then initializer = name name = nil end if initializer then initializer = string.dump(initializer) end local job = {'require', path = path, name = name, initializer = initializer} table.insert(assets._pending_job_queue, job) end function assets.initializer(id, fn) assets._initializers[id] = fn end function assets.iter() local gen, state, prev = pairs(assets._asset_cache) return function() local id, asset = gen(state, prev) if id ~= nil then prev = id return id, asset.status, asset.data end end end function assets.update() while assets.result_channel:getCount() > 0 do local result = assets.result_channel:pop() if result[1] == 'asset' then local asset = assets._asset_cache[result.id] if asset.rev == result.rev then if result.err then if asset.status == 'canceled' then assets._asset_cache[asset.id] = nil else asset.status = 'error' asset.err = result.err end elseif result.data then if asset.status == 'canceled' then if assets.onCancel then assets.onCancel(result.id, result.data) end assets._asset_cache[asset.id] = nil else if asset.initializer then asset.result = asset.initializer(result.data, unpack(asset.initializer_args)) else asset.result = result.data end asset.status = 'ready' end end else -- When revision differs we can cancel previous entry if assets.onCancel then assets.onCancel(result.id, result.data) end assets._asset_cache[asset.id] = nil end elseif result[1] == 'require' then if result.status == 'done' then assets._lock = false elseif result.status == 'error' then error('assets could not require "' .. result.path .. '" due to:\n' .. result.err) end elseif result[1] == 'loader' then if result.status == 'done' then assets._lock = false elseif result.status == 'error' then error('assets could not setup loader "' .. result.id .. '" due to:\n' .. result.err) end end end while #assets._pending_job_queue > 0 do local job = table.remove(assets._pending_job_queue, 1) if job[1] == 'loader' then assets._lock = true assets.lock_channel:push(assets.num_workers) for _ = 1, assets.num_workers do assets.job_channel:push(job) end break elseif job[1] == 'require' then assets._lock = true assets.lock_channel:push(assets.num_workers) for _ = 1, assets.num_workers do assets.job_channel:push(job) end break elseif job[1] == 'asset' then assets.job_channel:push(job) end end end function assets.shutdownWorkers() -- Remove any existing jobs and send shutdown signal to all workers assets.job_channel:clear() for _ = 1, assets.num_workers do assets.job_channel:push(-1) end -- Unlock any threads that might be loading a loader or library assets.lock_channel:push(1000000) assets._pending_job_queue = {} -- Wait for all workers to exit for _, worker in ipairs(assets._workers) do worker:wait() end end function assets.onCancel(...) if assets._onCancel then assets._onCancel(...) end end -- Constants assets.SUPPORTED_IMAGE_FORMATS = {'jpg', 'png', 'bmp'} assets.SUPPORTED_AUDIO_FORMATS = { 'wav', 'mp3', 'ogg', 'oga', 'ogv', '699', 'amf', 'ams', 'dbm', 'dmf', 'dsm', 'far', 'it', 'j2b', 'mdl', 'med', 'mod', 'mt2', 'mtm', 'okt', 'psm', 's3m', 'stm', 'ult', 'umx', 'xm', 'abc', 'mid', 'pat', 'flac' } local function threadFn(...) require 'love.audio' require 'love.image' require 'love.sound' require 'love.video' local job_ch, result_ch, lock_ch = ... local loaders = {} while true do local job = job_ch:demand() if job == -1 then -- Shutdown thread return elseif job[1] == 'loader' then -- Add loader local fn, err = loadstring(job.fn) if fn then loaders[job.id] = fn else result_ch:push( { 'loader', id = job.id, status = 'error', err = err } ) -- Stop thread due to irrecoverable error return end -- Sync up with other threads local counter = lock_ch:demand() counter = counter - 1 if counter <= 0 then result_ch:push( { 'loader', id = job.id, status = 'done' } ) else lock_ch:push(counter) end elseif job[1] == 'require' then -- Add library local succ, lib = pcall(require, job.path) local result = nil if succ then if job.initializer then local initializer, err = loadstring(job.initializer) if initializer then local suc, initLib = pcall(initializer, lib) if suc then if job.name then _G[job.name] = initLib end else result = { 'require', path = job.path, status = 'error', err = initLib } end else result = { 'require', path = job.path, status = 'error', err = err } end else if job.name then _G[job.name] = lib end end else result = { 'require', path = job.path, status = 'error', err = lib } end if result then result_ch:push(result) if result.status == 'error' then -- Stop thread due to irrecoverable error return end end -- Sync up with other threads local counter = lock_ch:demand() counter = counter - 1 if counter <= 0 then result_ch:push( { 'require', path = job.path, status = 'done' } ) else lock_ch:push(counter) end else -- Load asset local result = {'asset', id = job.id, rev = job.rev} if job.loader_type == 'str' then local succ, data = pcall(loaders[job.loader], job.path, unpack(job.loader_args)) if succ then result.data = data else result.err = data end elseif job.loader_type == 'fn' then local fn, err = loadstring(job.loader) if fn then local succ, data = pcall(loaders[job.loader], job.path, unpack(job.loader_args)) if succ then result.data = data else result.err = data end else result.err = err end end result_ch:push(result) end end end assets.WORKER_DUMP = string.dump(threadFn) ----------------------------- -- Private Interface ----------------------------- -- Helpers function assets._createWorker() local worker_thread = love.thread.newThread(love.filesystem.newFileData(assets.WORKER_DUMP, 'assets-thread.lua')) worker_thread:start(assets.job_channel, assets.result_channel, assets.lock_channel) return worker_thread end function assets._extractLoader(id) local args = {} if type(id) == 'table' then args = {select(2, unpack(id))} id = id[1] end if type(id) == 'function' then return string.dump(id), 'fn', args elseif type(id) == 'string' then return id, 'str', args end end function assets._extractInitializer(id) local args = {} if type(id) == 'table' then args = {select(2, unpack(id))} id = id[1] end if type(id) == 'function' then return id, args elseif type(id) == 'string' then return assets._initializers[id], args end end -- Built-in Loaders assets._loaders = {} assets._loaders.data = function(path) return love.filesystem.newFileData(path) end assets._loaders.audio = function(path, ...) return love.audio.newSource(path, ...) end assets._loaders.source = assets._loaders.audio for _, format in ipairs(assets.SUPPORTED_AUDIO_FORMATS) do assets._loaders[format] = assets._loaders.audio end assets._loaders.soundData = function(path) return love.sound.newSoundData(path) end assets._loaders.decoder = function(path, ...) return love.sound.newDecoder(path, ...) end assets._loaders.image = function(path) if love.image.isCompressed(path) then return love.image.newCompressedData(path) else return love.image.newImageData(path) end end for _, format in ipairs(assets.SUPPORTED_IMAGE_FORMATS) do assets._loaders[format] = assets._loaders.image end assets._loaders.font = assets._loaders.data assets._loaders.ttf = assets._loaders.font assets._loaders.imageFont = function(path) return love.image.newImageData(path) end assets._loaders.video = function(path) return love.video.newVideoStream(path) end assets._loaders.ogv = assets._loaders.video assets._loaders.videoStream = assets._loaders.video -- Built-in initializers assets._initializers = {} -- Default initializer, just returns FileData/ImageData/SoundData assets._initializers.data = function(data) return data end assets._initializers.image = function(data, ...) return love.graphics.newImage(data, ...) end for _, format in ipairs(assets.SUPPORTED_IMAGE_FORMATS) do assets._initializers[format] = assets._initializers.image end assets._initializers.audio = assets._initializers.data for _, format in ipairs(assets.SUPPORTED_AUDIO_FORMATS) do assets._initializers[format] = assets._initializers.audio end assets._initializers.imagefont = function(data, ...) return love.graphics.newImageFont(data, ...) end assets._initializers.font = function(data, ...) return love.graphics.newFont(data, ...) end assets._initializers.ttf = assets._initializers.font assets._initializers.video = function(data, ...) return love.graphics.newVideo(data, ...) end assets._initializers.ogv = assets._initializers.video return assets
answ = { "ะขะฐั‡ะบะฐ O ะฟั€ะธะฟะฐะดะฐ ะฟั€ะฐะฒะพั˜ a.", "ะขะฐั‡ะบะต O ะธ N ะฟั€ะธะฟะฐะดะฐั˜ัƒ ะธัั‚ะพั˜ ะฟั€ะฐะฒะพั˜.", "ะŸั€ะฐะฒะต a ะธ c ัะต ัะตะบัƒ.", "ะŸั€ะฐะฒะต b ะธ c ะฝะตะผะฐั˜ัƒ ะทะฐั˜ะตะดะฝะธั‡ะบะธั… ั‚ะฐั‡ะฐะบะฐ.", "ะขะฐั‡ะบะฐ O ะฟั€ะธะฟะฐะดะฐ ะธ ะฟั€ะฐะฒะพั˜ a ะธ ะฟั€ะฐะฒะพั˜ b.", "ะขะฐั‡ะบะต O ะธ M ะฟั€ะธะฟะฐะดะฐั˜ัƒ ะธัั‚ะพั˜ ะฟั€ะฐะฒะพั˜.", "ะŸั€ะฐะฒะต a ะธ b ััƒ ะฟะฐั€ะฐะปะตะปะฝะต.", "ะขะฐั‡ะบะฐ N ะฟั€ะธะฟะฐะดะฐ ะฟั€ะฐะฒะพั˜ c." } t_str = "ั‚" n_str = "ะฝ"
local Subscription = {} Subscription.__index = Subscription setmetatable(Subscription, { __call = function (cls, ...) return cls.new(...) end, }) function Subscription.new(thing, name) local self = setmetatable({}, Subscription) self.thing = thing self.name = name return self end function Subscription:onAdded(handler) self.thing:onTopic(self.name.."/$added", function(data, params, topic) local args = cjson.decode(data) handler(unpack(args)) end) return self end function Subscription:onChanged(handler) self.thing:onTopic(self.name.."/$changed", function(data, params, topic) local args = cjson.decode(data) handler(unpack(args)) end) return self end function Subscription:onRemoved(handler) self.thing:onTopic(self.name.."/$removed", function(data, params, topic) local id = nil if data:len() > 0 then id = cjson.decode(data) end handler(id) end) return self end function Subscription:on(handlers) if handlers.added then self:onAdded(handlers.added) end if handlers.changed then self:onChanged(handlers.changed) end if handlers.removed then self:onRemoved(handlers.removed) end return self end return Subscription
local K, C, L, _ = unpack(select(2, ...)) local LSM = LibStub("LibSharedMedia-3.0") local GetChatWindowInfo = GetChatWindowInfo local CreateFrame, UIParent = CreateFrame, UIParent local hooksecurefunc = hooksecurefunc local SetFont = function(obj, font, size, style, r, g, b, sr, sg, sb, sox, soy) obj:SetFont(font, size, style) if sr and sg and sb then obj:SetShadowColor(sr, sg, sb) end if sox and soy then obj:SetShadowOffset(sox, soy) end if r and g and b then obj:SetTextColor(r, g, b) end end local frame = CreateFrame("Frame", nil, UIParent) frame:RegisterEvent("ADDON_LOADED") frame:SetScript("OnEvent", function(self, event, addon) if addon ~= "KkthnxUI" or addon == "tekticles" then return end local NORMAL = C["media"].normal_font local COMBAT = LSM:Fetch("font", C["media"].combat_font) local BLANK = C["media"].blank_font local _, editBoxFontSize, _, _, _, _, _, _, _, _ = GetChatWindowInfo(1) UIDROPDOWNMENU_DEFAULT_TEXT_HEIGHT = 12 CHAT_FONT_HEIGHTS = {10, 12, 13, 14, 15, 16, 17, 18, 19, 20} UNIT_NAME_FONT = NORMAL STANDARD_TEXT_FONT = NORMAL NAMEPLATE_FONT = NORMAL DAMAGE_TEXT_FONT = COMBAT if C["general"].replace_blizz_fonts then -- Base fonts SetFont(AchievementFont_Small, NORMAL, 12) SetFont(FriendsFont_Large, NORMAL, 15, nil, nil, nil, nil, 0, 0, 0, K.mult, -K.mult) SetFont(FriendsFont_Normal, NORMAL, 13, nil, nil, nil, nil, 0, 0, 0, K.mult, -K.mult) SetFont(FriendsFont_Small, NORMAL, 11, nil, nil, nil, nil, 0, 0, 0, K.mult, -K.mult) SetFont(FriendsFont_UserText, NORMAL, 12, nil, nil, nil, nil, 0, 0, 0, K.mult, -K.mult) SetFont(GameTooltipHeader, NORMAL, 15, "OUTLINE") SetFont(InvoiceFont_Med, NORMAL, 13, nil, 0.15, 0.09, 0.04) SetFont(InvoiceFont_Small, NORMAL, 11, nil, 0.15, 0.09, 0.04) SetFont(MailFont_Large, NORMAL, 15, nil, 0.15, 0.09, 0.04, 0.54, 0.4, 0.1, K.mult, -K.mult) SetFont(NumberFont_OutlineThick_Mono_Small, NORMAL, 13, "OUTLINE") SetFont(NumberFont_Outline_Huge, NORMAL, 30, "OUTLINE", 30) SetFont(NumberFont_Outline_Large, NORMAL, 17, "OUTLINE") SetFont(NumberFont_Outline_Med, NORMAL, 15, "OUTLINE") SetFont(NumberFont_Shadow_Med, NORMAL, 14) SetFont(NumberFont_Shadow_Small, NORMAL, 12) SetFont(QuestFont_Large, NORMAL, 16) SetFont(QuestFont_Shadow_Huge, NORMAL, 19, nil, nil, nil, nil, 0.54, 0.4, 0.1) SetFont(ReputationDetailFont, NORMAL, 12, nil, nil, nil, nil, 0, 0, 0, K.mult, -K.mult) SetFont(SpellFont_Small, NORMAL, 11) SetFont(SystemFont_InverseShadow_Small, NORMAL, 11) SetFont(SystemFont_Large, NORMAL, 17) SetFont(SystemFont_Med1, NORMAL, 13) SetFont(SystemFont_Med2, NORMAL, 14, nil, 0.15, 0.09, 0.04) SetFont(SystemFont_Med3, NORMAL, 15) SetFont(SystemFont_OutlineThick_Huge2, NORMAL, 22, "OUTLINE") SetFont(SystemFont_OutlineThick_Huge4, NORMAL, 27, "OUTLINE") SetFont(SystemFont_OutlineThick_WTF, NORMAL, 31, "OUTLINE", nil, nil, nil, 0, 0, 0, K.mult, -K.mult) SetFont(SystemFont_Outline_Small, NORMAL, 13, "OUTLINE") SetFont(SystemFont_Shadow_Huge1, NORMAL, 20) SetFont(SystemFont_Shadow_Huge3, NORMAL, 25) SetFont(SystemFont_Shadow_Large, NORMAL, 17) SetFont(SystemFont_Shadow_Med1, NORMAL, 13) SetFont(SystemFont_Shadow_Med3, NORMAL, 15) SetFont(SystemFont_Shadow_Outline_Huge2, NORMAL, 22, "OUTLINE") SetFont(SystemFont_Shadow_Small, NORMAL, 11) SetFont(SystemFont_Small, NORMAL, 12) SetFont(SystemFont_Tiny, NORMAL, 11) SetFont(Tooltip_Med, NORMAL, 13) SetFont(Tooltip_Small, NORMAL, 12) -- Derived fonts SetFont(BossEmoteNormalHuge, NORMAL, 27, "OUTLINE") SetFont(CombatTextFont, COMBAT, 100, "OUTLINE") SetFont(ErrorFont, NORMAL, 16, nil, 60) SetFont(QuestFontNormalSmall, NORMAL, 13, nil, nil, nil, nil, 0.54, 0.4, 0.1) SetFont(WorldMapTextFont, NORMAL, 31, "OUTLINE", 40, nil, nil, 0, 0, 0, K.mult, -K.mult) -- Channel list for i = 1, MAX_CHANNEL_BUTTONS do local f = _G["ChannelButton"..i.."Text"] f:SetFontObject(GameFontNormalSmallLeft) end -- Player title local function FixTitleFont() for _,butt in pairs(PlayerTitlePickerScrollFrame.buttons) do butt.text:SetFontObject(GameFontHighlightSmallLeft) end end hooksecurefunc("PlayerTitleFrame_UpdateTitles", FixTitleFont) FixTitleFont() end end)
local util = require("util") local _M = {} function _M.new(self, o) o = o or {} setmetatable(o, self) self.__index = self return o end function _M.sync(self, backend) local nodes = util.get_nodes(backend.endpoints) local changed = not util.deep_compare(self.instance.nodes, nodes) if not changed then return end self.instance:reinit(nodes) end return _M
-- -- Copyright (c) 2016, Facebook, Inc. -- All rights reserved. -- -- This source code is licensed under the BSD-style license found in the -- LICENSE file in the root directory of this source tree. An additional grant -- of patent rights can be found in the PATENTS file in the same directory. -- -- Multi-threaded data loader -- local datasets = require 'datasets/init' local Threads = require 'threads' Threads.serialization('threads.sharedserialize') local t = require 'datasets/transforms' require 'image' -- added -- ffi = require 'ffi' -- added -- require 'paths' --added local meanstd = { mean = { 0.485, 0.456, 0.406 }, std = { 0.229, 0.224, 0.225 }, } local pca = { eigval = torch.Tensor{ 0.2175, 0.0188, 0.0045 }, eigvec = torch.Tensor{ { -0.5675, 0.7192, 0.4009 }, { -0.5808, -0.0045, -0.8140 }, { -0.5836, -0.6948, 0.4203 }, }, } local M = {} local DataLoader = torch.class('resnet.DataLoader', M) function DataLoader.create(opt) -- The train and val loader local loaders = {} for i, split in ipairs{'train', 'val'} do local dataset = datasets.create(opt, split) loaders[i] = M.DataLoader(dataset, opt, split) end return table.unpack(loaders) end function DataLoader:__init(dataset, opt, split) local manualSeed = opt.manualSeed local function init() require('datasets/' .. opt.dataset) end local function main(idx) if manualSeed ~= 0 then torch.manualSeed(manualSeed + idx) end torch.setnumthreads(1) _G.dataset = dataset _G.preprocess = dataset:preprocess() return dataset:size() end local threads, sizes = Threads(opt.nThreads, init, main) self.nCrops = (split == 'val' and opt.tenCrop) and 10 or 1 self.threads = threads self.__size = sizes[1][1] self.batchSize = math.floor(opt.batchSize / self.nCrops) local function getCPUType(tensorType) if tensorType == 'torch.CudaHalfTensor' then return 'HalfTensor' elseif tensorType == 'torch.CudaDoubleTensor' then return 'DoubleTensor' else return 'FloatTensor' end end self.cpuType = getCPUType(opt.tensorType) end function DataLoader:size() return math.ceil(self.__size / self.batchSize) end function DataLoader:run() local threads = self.threads local size, batchSize = self.__size, self.batchSize local perm = torch.randperm(size) local split = self.split local idx, sample = 1, nil local function enqueue() while idx <= size and threads:acceptsjob() do local indices = perm:narrow(1, idx, math.min(batchSize, size - idx + 1)) threads:addjob( function(indices, nCrops, cpuType) local sz = indices:size(1) local batch, imageSize local target = torch.IntTensor(sz) local sample_instance local bag for i, idx in ipairs(indices:totable()) do local sample = _G.dataset:get(idx) local input = _G.preprocess(sample.input) if not batch then imageSize = input:size():totable() --print('imageSize',table.unpack(imageSize)) if nCrops > 1 then table.remove(imageSize, 1) end batch = torch[cpuType](sz, nCrops, table.unpack(imageSize)) end batch[i]:copy(input) target[i] = sample.target --- 2 ADDED muitiple regios --- local sample_instance_label = _G.dataset:get_instances(idx) sample_instance = sample_instance_label.input local prep if split == 'train' then prep = t.Compose { t.ColorJitter({ brightness = 0.4, contrast = 0.4, saturation = 0.4, }), t.Lighting(0.1, pca.eigval, pca.eigvec), t.ColorNormalize(meanstd), } else prep = t.Compose { t.Scale(224), t.ColorNormalize(meanstd), } end local prob = torch.uniform() local nnn = sample_instance:size(1) for jj=1,nnn do sample_instance[jj] = prep(sample_instance[jj]) if split == 'train' and 0.5 < prob then sample_instance[jj] = image.hflip(sample_instance[jj]) end end --- t.RandomSizedCrop(256) in imagenet.lua local n_insta = 24 bag = torch.FloatTensor(n_insta, 3, 224, 224) local converter = t.RandomSizedCrop(168) local scaler = t.Scale(224) local cropper = t.RandomCrop(224,0) --print('batchsize', batch[1]:size()) for k = 1, n_insta do if k <= nnn then bag[k] = sample_instance[k]:clone() --print(i, sample_instance[i]:size()) else local temp = converter(batch[1]:resize(3,batch[1]:size(3), batch[1]:size(4))) if split == 'train' and 0.5 < prob then temp = image.hflip(temp) end bag[k] = scaler(temp):clone() -- print(i, scaler(temp):size()) end --image.save('instances/temp'..tostring(k)..'.jpg', bag[k]) -- print(bag[i]:size()) --image.save('instances/instance-' .. tostring(i) .. '.jpg',bag[i]) end --- 2 end added ------- end collectgarbage() ----- 2 ADDED-------- return { input = bag:view(24, 3, 224, 224), --input = bag, target = target, } -- return { -- --input = batch:view(-1, 3, 224, 224), -- input = sample_instance, -- target = target, -- } ---- 2 ADDED END----- --[[ ------- 1 ADDED ----- --- t.RandomSizedCrop(256) in imagenet.lua local n_insta = 24 local bag = torch.FloatTensor(n_insta, 3, 224, 224) local converter = t.RandomSizedCrop(168) local scaler = t.Scale(224) local cropper = t.RandomCrop(224,0) -- image.save('og.jpg',batch[1]:resize(3, batch[1]:size(3), batch[1]:size(4))) local temp = cropper(batch[1]:resize(3,batch[1]:size(3), batch[1]:size(4))) -- bag[1] = scaler(temp) --image.save('instance-' .. tostring(1) .. '.jpg',bag[1]) for i = 1, n_insta do local temp = converter(batch[1]:resize(3,batch[1]:size(3), batch[1]:size(4))) bag[i] = scaler(temp) -- print(bag[i]:size()) -- image.save('instance-' .. tostring(i) .. '.jpg',bag[i]) end return { input = bag:view(n_insta, 3, 224, 224), target = target, } -------- 1 END ADDED ------ --]] -- return { -- input = batch:view(sz * nCrops, table.unpack(imageSize)), -- target = target, -- } end, function(_sample_) sample = _sample_ end, indices, self.nCrops, self.cpuType ) idx = idx + batchSize end end local n = 0 local function loop() enqueue() if not threads:hasjob() then return nil end threads:dojob() if threads:haserror() then threads:synchronize() end enqueue() n = n + 1 return n, sample end return loop end return M.DataLoader
--[[ -- -- --]] -- -- Factorio::Signal -- signal :: SignalID: ID of the signal. -- count :: int: Value of the signal. -- -- Factorio::SignalID -- type :: string: "item", "fluid", or "virtual". -- name :: string (optional): Name of the item, fluid or virtual signal. local config = require "config" ltn_combinator = { entity = nil, ltn_stop_type = nil, } function ltn_combinator:new(entity) if not entity or not entity.valid or entity.name ~= "ltn-combinator" then print("ltn_combinator:new: entity has to be a valid instance of 'ltn-combinator'") return nil end local obj = {} setmetatable(obj, self) self.__index = self self.entity = entity self:_parse_entity() return obj end -- ltn_combinator:_parse_entity -- is called upon opening any ltn-combinator. Checks if ltn-signals are sorted to -- their predefined slot, determines ltn stop type and validates signals function ltn_combinator:_parse_entity() if not self.entity or not self.entity.valid then return end local control = self.entity.get_or_create_control_behavior() -- check if signals are sorted correctly local need_sorting = false for slot = 1, config.ltnh_item_slot_count do if control.get_signal(slot).signal ~= nil then local signal = control.get_signal(slot) local type = signal.signal.type local name = signal.signal.name -- check if its a ltn signal and if its in a correct slot if type == "virtual" and config.ltn_signals[name] ~= nil then need_sorting = config.ltn_signals[name].slot ~= slot or need_sorting -- remove ltn signals in 1 .. 13 if it equals default value if signal.count == config.ltn_signals[name].default and name ~= "ltn-requester-threshold" and name ~= "ltn-provider-threshold" then control.set_signal(slot, nil) end end -- check if a non ltn signal is in slot 1..13 if slot <= config.ltnh_ltn_slot_count and config.ltn_signals[name] == nil then need_sorting = true end end end if need_sorting == true then --dlog("ltnh::_parse_entity: combinator needs sorting of signals") self:_sort_signal_slots() end -- determine ltn stop type (requester, provider or depot) self.ltn_stop_type = 0 if control.get_signal(config.ltn_signals["ltn-depot"].slot).signal ~= nil then self.ltn_stop_type = config.LTN_STOP_DEPOT else -- requester if control.get_signal(config.ltn_signals["ltn-requester-threshold"].slot).signal ~= nil or control.get_signal(config.ltn_signals["ltn-requester-stack-threshold"].slot).signal ~= nil then self.ltn_stop_type = config.LTN_STOP_REQUESTER end -- provider if control.get_signal(config.ltn_signals["ltn-provider-threshold"].slot).signal ~= nil and (control.get_signal(config.ltn_signals["ltn-provider-threshold"].slot).count == config.high_threshold_count or control.get_signal(config.ltn_signals["ltn-provider-threshold"].slot).count == 5000000) then self.ltn_stop_type = config.LTN_STOP_REQUESTER elseif control.get_signal(config.ltn_signals["ltn-provider-threshold"].slot).signal ~= nil or control.get_signal(config.ltn_signals["ltn-provider-stack-threshold"].slot).signal ~= nil then self.ltn_stop_type = bit32.bor(config.LTN_STOP_PROVIDER, self.ltn_stop_type) end end if self.ltn_stop_type == 0 then self.ltn_stop_type = config.LTN_STOP_DEFAULT end -- validate ltn signals to match stop type self:_validate_signals() end -- ltn_combinator:_sort_signal_slots -- sort ltn signal to their predefined slot and move any non-ltn signals to slot 14 .. 27 function ltn_combinator:_sort_signal_slots() if not self.entity or not self.entity.valid then return end local control = self.entity.get_or_create_control_behavior() -- cache all signals local previous = {} for slot = 1, config.ltnh_item_slot_count do local signal = control.get_signal(slot) if signal ~= nil and signal.signal ~= nil then table.insert(previous, signal) end control.set_signal(slot, nil) end -- reassign all signals to a proper slot local ltn_slot = 1 local misc_slot = config.ltnh_ltn_slot_count + 1 for k, signal in pairs(previous) do local type = signal.signal.type local name = signal.signal.name -- check if its a ltn signal if type == "virtual" and config.ltn_signals[name] ~= nil then control.set_signal(config.ltn_signals[name].slot, signal) else control.set_signal(misc_slot, signal) misc_slot = misc_slot + 1 end end end -- ltn_combinator:_validate_signals -- Validates LTN signals in regards to the stop type. Removes invalid signals function ltn_combinator:_validate_signals() if not self.entity or not self.entity.valid then return end local control = self.entity.get_or_create_control_behavior() -- Stop DEPOT: Remove every signal but ltn-network-id (slot 1) and ltn-depot (last slot) if self.ltn_stop_type == config.LTN_STOP_DEPOT then for slot=2, config.ltnh_ltn_slot_count-1 do control.set_signal(slot, nil) end -- Stop Requester elseif self.ltn_stop_type == config.LTN_STOP_REQUESTER then control.set_signal(10, nil) control.set_signal(11, nil) control.set_signal(12, nil) control.set_signal(13, nil) elseif self.ltn_stop_type == config.LTN_STOP_PROVIDER then control.set_signal(5, nil) control.set_signal(6, nil) control.set_signal(7, nil) control.set_signal(8, nil) control.set_signal(13, nil) -- 6 = bit32.band(REQUESTER, PROVIDER) elseif self.ltn_stop_type == 6 then control.set_signal(13, nil) end end -- ltn_combinator:set_stop_type -- set stop type to Requester, Provider or Depot function ltn_combinator:set_stop_type(stop_type) if not self.entity or not self.entity.valid then return end if stop_type < 0 or stop_type > 7 then return end --dlog("new stop type set: " .. stop_type) if global.high_provide_threshold == true and stop_type == config.LTN_STOP_REQUESTER then self:set("ltn-provider-threshold", config.high_threshold_count) end -- if new stop type is depot apply signal if stop_type == config.LTN_STOP_DEPOT then self:set("ltn-depot", 1) end -- self.ltn_stop_type = stop_type self:_validate_signals() end -- ltn_combinator:get_stop_type function ltn_combinator:get_stop_type() if not self.entity or not self.entity.valid then return end return self.ltn_stop_type and self.ltn_stop_type or 0 end -- ltn_combinator:set_enabled function ltn_combinator:set_enabled(enable) if not self.entity or not self.entity.valid then return end self.entity.get_or_create_control_behavior().enabled = enable end -- ltn_combinator:is_enabled function ltn_combinator:is_enabled() if not self.entity or not self.entity.valid then return false end return self.entity.get_or_create_control_behavior().enabled end -- ltn_combinator:set -- @param signal_type as defined data -- @param signal_name as defined data -- @param integer value (32bit signed) for this signal -- @param designated slot. integer between 1 .. 14 (only needed for non-ltn signals) function ltn_combinator:set(signal_name, value) if not self.entity or not self.entity.valid then return end -- check if its a proper ltn signal if not config.ltn_signals[signal_name] then dlog("ltn_combinator:set '" .. tostring(signal_name) .. "' is not a ltn signal") return end local slot = config.ltn_signals[signal_name].slot local signal = { signal = { type = "virtual", name = signal_name, }, count = value } self.entity.get_or_create_control_behavior().set_signal(slot, signal) end -- ltn_combinator:get -- @param a signal name defined by LogisticTrainNetwork -- returns integer value set in combinator OR default value function ltn_combinator:get(signal_name) if not self.entity or not self.entity.valid then return 0 end if not config.ltn_signals[signal_name] or not self.entity then dlog("ltn_combinator:set " .. tostring(signal_name) .. " is not a ltn signal") return nil end local signal = self.entity.get_or_create_control_behavior().get_signal(config.ltn_signals[signal_name].slot) if not signal or not signal.signal then signal.count = config.ltn_signals[signal_name].default end return signal.count end -- ltn_combinator:set_slot -- @param slot number (integer: 1 .. 14) -- @param signal Factorio::Signal table function ltn_combinator:set_slot(slot, signal) if not self.entity or not self.entity.valid then return end slot = self:_validate_slot(slot) if slot < 1 then return end self.entity.get_or_create_control_behavior().set_signal(slot, signal) end -- ltn_combinator:set_slot_value -- @param slot number (integer: 1 .. 14) -- @param slot value (integer: 32bit signed) function ltn_combinator:set_slot_value(slot, value) if not self.entity or not self.entity.valid then return end slot = self:_validate_slot(slot) if slot < 1 then return end local control = self.entity.get_or_create_control_behavior() local signal = control.get_signal(slot) if not signal or not signal.signal then return end control.set_signal(slot, {signal = signal.signal, count = value}) end -- ltn_combinator:get_slot -- @param designated slot. integer between 1 .. 14 -- returns table of type Factorio::Signal function ltn_combinator:get_slot(slot) if not self.entity or not self.entity.valid then return {signal=nil, count=0} end slot = self:_validate_slot(slot) if slot < 1 then return end return self.entity.get_or_create_control_behavior().get_signal(slot) end -- ltn_combinator:remove_slot -- @param designated slot. integer between 1 .. 14 function ltn_combinator:remove_slot(slot) if not self.entity or not self.entity.valid then return end slot = self:_validate_slot(slot) if slot < 1 then return end self.entity.get_or_create_control_behavior().set_signal(slot, nil) end function ltn_combinator:_validate_slot(slot) slot = slot + config.ltnh_ltn_slot_count -- make sure slot is a valid number for an non-ltn signal if slot <= config.ltnh_ltn_slot_count or slot > config.ltnh_item_slot_count then dlog("Invalid slot number #" .. slot) return -1 end return slot end -- ltn_combinator:_stack_visibility -- function ltn_combinator:_stack_visibility(signal) local provide_type = settings.global["provide-type"].value if provide_type ~= "only-stack-count" then return true end if signal.signal.name == "ltn-provider-threshold" then if signal.count == 0 or signal.count == config.high_threshold_count then return false end end if signal.signal.name == "ltn-requester-threshold" then if signal.count == 0 then return false end end return true end -- ltn_combinator:mark_visibility -- marks entries visible, if signal is set, in disregard of mod settings function ltn_combinator:mark_visibility(visibility) if not self.entity or not self.entity.valid then return 0, 0 end local control = self.entity.get_or_create_control_behavior() local changes = 0 for slot=1,config.ltnh_ltn_slot_count do local signal = control.get_signal(slot) if signal ~= nil and signal.signal ~= nil and signal.signal.name ~= "ltn-depot" then local name = signal.signal.name if self:_stack_visibility(signal) and visibility[name] == false then changes = changes + 1 visibility[name] = true end end end return visibility, changes end --[[ THIS IS THE END --]] ----------------------------------------------------------------------------------
--require("subModSearcher") -- Code to replace \.. in the paths to absolute paths so that Zerobrane debugging works local newPath for path in package.path:gmatch("[^;]+") do local strt,stp = path:find([[\..]],1,true) while strt do if strt > 1 then path = path:sub(1,path:sub(1,strt-1):find([[%\[^%\]+$]])-1)..path:sub(stp+1,-1) strt,stp = path:find([[\..]],1,true) else strt = nil end end if not newPath then newPath = path else newPath = newPath..";"..path end end package.path = newPath newPath = nil for path in package.cpath:gmatch("[^;]+") do local strt,stp = path:find([[\..]],1,true) while strt do if strt > 1 then path = path:sub(1,path:sub(1,strt-1):find([[%\[^%\]+$]])-1)..path:sub(stp+1,-1) strt,stp = path:find([[\..]],1,true) else strt = nil end end if not newPath then newPath = path else newPath = newPath..";"..path end end package.cpath = newPath plot = require "lua-plot" function func(x) return 1000/((1+x)*(1+x/100)) end do local bp = plot.bodePlot{ func = func, ini = 0.01, finfreq = 1000, steps = 20 } bp.mag:Show({title="Magnitude Plot",size="HALFxHALF"}) bp.phase:Show({title="Phase Plot",size="HALFxHALF"}) print("Now printing the list of objects local and in plotserver.") print("EXPECTED: 2 local plots, 2 plotserver plots, 2 plotserver dialogs\n") plot.listPlots() print("\nNow close the phase plot and press a key to garbage collect the local plots") io.read() end collectgarbage() print("\n\n") print("Now printing the list of objects local and in plotserver.") print("EXPECTED: 0 local plots, 1 plotserver plot, 1 plotserver dialog\n") plot.listPlots() print("\nNow press a key to create 2 more plots (1 bode plot object) in bp variable in global space") io.read() -- Test Garbage collection bp = plot.bodePlot{ func = func, ini = 0.01, finfreq = 1000, steps = 20 } print("\n\n") print("Now printing the list of objects local and in plotserver.") print("EXPECTED: 2 local plots, 3 plotserver plot, 1 plotserver dialog\n") plot.listPlots() print("\nNow close the original Mag plot and press a key") io.read() print("\n\n") print("Now printing the list of objects local and in plotserver.") print("EXPECTED: 2 local plots, 2 plotserver plot, 0 plotserver dialog\n") plot.listPlots() print("\nNow press enter to show the plots in the bp variable") io.read() print("SHOW AGAIN MAG") bp.mag:Show({title="Magnitude Plot",size="HALFxHALF"}) print("SHOW AGAIN PHASE") bp.phase:Show({title="Phase Plot",size="HALFxHALF"}) print("\n\n") print("Now printing the list of objects local and in plotserver.") print("EXPECTED: 2 local plots, 2 plotserver plot, 2 plotserver dialog\n") plot.listPlots() print("\nNow close both the plots and press enter to create a window object in win variable to hold the plots vertically") io.read() win = plot.window{1,1; title="Bode Plots"} -- window with 1 slot in each 1st row and 1 slot in 2nd row print("\n\n") print("Now printing the list of objects local and in plotserver.") print("EXPECTED: 2 local plots, 1 local window, 2 plotserver plot, 0 plotserver dialog, 1 plotserver window\n") plot.listPlots() print("\nNow press enter to add the plots to the window and then show the window") io.read() win:AddPlot(bp.mag,{1,1}) win:AddPlot(bp.phase,{2,1}) print("Result of show:", win:Show()) print("\n\n") print("Now printing the list of objects local and in plotserver.") print("EXPECTED: 2 local plots, 1 local window, 2 plotserver plot, 0 plotserver dialog, 1 plotserver window\n") plot.listPlots() print("\nNow press enter to garbage collect the window and then see the object list again") io.read() win = nil print("\n\n") print("Now printing the list of objects local and in plotserver.") print("EXPECTED: 2 local plots, 0 local window, 2 plotserver plot, 0 plotserver dialog, 1 plotserver window\n") plot.listPlots() print("\nNow close the window and press enter to display the objects again") io.read() print("\n\n") print("Now printing the list of objects local and in plotserver.") print("EXPECTED: 2 local plots, 0 local window, 2 plotserver plot, 0 plotserver dialog, 0 plotserver window\n") plot.listPlots() print("\nNow press enter to finish") io.read()
local playsession = { {"MontrealCrook", {778023}}, {"LandOfBol", {11852}}, {"nomercy4you", {489235}}, {"GoryGorge", {190818}}, {"Dk-077", {1281349}}, {"Menander", {371659}}, {"762x51mm", {2751}}, {"robertkruijt", {81000}}, {"Bokrug", {586}}, {"NicoAuditore", {157930}}, {"Hamersmid", {582111}}, {"Miteone", {766670}}, {"ti_mo_n", {85352}}, {"WorldofWarIII", {513044}}, {"timeflies48", {48114}}, {"ksb4145", {94595}}, {"stoune", {844555}}, {"svjatosha", {519638}}, {"zeeronis", {1224}}, {"BreadBomb", {1386811}}, {"Raynefire", {3461}}, {"tyssa", {160215}}, {"belbo", {76876}}, {"walrusbacon666", {4551}}, {"Falconcz", {11763}}, {"thegenieofwaffle", {11058}}, {"DamianMMC", {138225}}, {"Vuldunobetro", {94593}}, {"greggk124", {42313}}, {"chubbins", {167688}}, {"Spocks", {79278}}, {"zlimepi", {5544}}, {"RozBlox", {8967}}, {"Aerick", {413564}}, {"Trashbull", {291342}}, {"SooperCooper", {6256}}, {"RichardMNixon", {156996}}, {"pattyewhs", {39837}}, {"Shinetvjp.Twitch", {350914}}, {"Leibo", {130354}}, {"BengalsNation", {34452}}, {"tehmolo", {8786}}, {"Rayeth", {7366}}, {"butterflux", {31470}}, {"binarysoap", {466020}}, {"JB_Delta", {61534}}, {"danyal_knights", {110624}}, {"Imtheantman48", {5110}}, {"Jackolanturn0", {19147}}, {"manclaouss", {236111}}, {"ikeikeeng", {342652}}, {"free-spirit", {158331}}, {"umtallguy", {547055}}, {"CrazyCrabEater", {8545}}, {"Convade", {100501}}, {"Hitman451", {454904}}, {"Gizan", {221284}}, {"Verrid", {8767}}, {"Mythiccman57484", {555974}}, {"Mordalfus", {318360}}, {"CallMeTaste", {3324}}, {"corbin9228", {40121}}, {"tickterd", {323225}}, {"BiscuitsNGravy", {14627}}, {"Telnat", {4196}}, {"705smokey", {39930}}, {"nyarlathotep21", {6366}}, {"khodi", {18384}}, {"EigenMan", {16494}}, {"Giatros", {831995}}, {"_scarface_", {16974}}, {"harrasque", {36103}}, {"Pepstin", {49827}}, {"lthcweb", {20999}}, {"RonnDlear", {136482}}, {"cipps", {2265988}}, {"nickvet419", {1744121}}, {"Duncaniax", {18198}}, {"maate", {14122}}, {"Highafter", {887865}}, {"beranabus", {141550}}, {"tykak", {1217742}}, {"wafelwafel", {67966}}, {"MasterMatz", {124495}}, {"Soft473", {107428}}, {"JuanMore", {258053}}, {"Belau", {8664}}, {"Timfee", {16966}}, {"FireLeaf", {2124}}, {"TXL_PLAYZ", {216595}}, {"aidann06", {64766}}, {"Serennie", {120927}}, {"Anton-miko", {9048}}, {"Fabrikksjefen", {24431}}, {"Hurrock", {1623944}}, {"UTIDI", {208392}}, {"glukuzzz", {26111}}, {"aloma", {23621}}, {"Terarink", {1303084}}, {"BasOver", {50848}}, {"RedPandaRam", {410653}}, {"Galavis", {1187942}}, {"Kobrar", {1187873}}, {"rpt368", {20170}}, {"die_ott", {125789}}, {"EpicSteve8", {6952}}, {"mewmew", {239992}}, {"obisan", {8522}}, {"DukeGangsta", {659296}}, {"chronodekar", {286412}}, {"eragon003326", {12032}}, {"zw780", {6008}}, {"Plawerth", {189168}}, {"I_dream_of_corn", {6654}}, {"skatordude", {20979}}, {"BubblesAndSuch", {141793}}, {"MiniGreen", {341674}}, {"dekem8", {28474}}, {"DMACtheDESTROYER", {18480}}, {"NappingYG", {36527}}, {"่‹้ฉฌๆท", {13657}}, {"Killedkenny", {145553}}, {"Wiedrock", {14203}}, {"Winningbid90", {125963}}, {"roosterbrewster", {17197}} } return playsession
local M = {} M.bounds_min = vmath.vector3(-0.25, 0, -0.25) M.bounds_max = vmath.vector3(0.25, 0.937625050545, 0.25) M.size = vmath.vector3(0.5, 0.937625050545, 0.5) return M
return { entities = { {"small-electric-pole-remnants", {x = -2.5, y = -0.5}, {}}, {"fish", {x = -1.04, y = -1.25}, {}}, {"fish", {x = -0.32, y = -1.25}, {}}, {"fish", {x = 0.11, y = 2.17}, {}}, {"wooden-chest", {x = -3.5, y = 1.5}, {items = {["raw-fish"] = {type = "random", min = 3, max = 18}}, }}, {"fish", {x = -0.14, y = 0.27}, {}}, {"long-handed-inserter", {x = -1.5, y = 1.5}, {dir = "west", }}, }, tiles = { {"water", {x = -2, y = -2}}, {"water", {x = -2, y = -1}}, {"water", {x = -2, y = 0}}, {"water", {x = -1, y = -2}}, {"water", {x = -1, y = -1}}, {"water", {x = -1, y = 0}}, {"water", {x = -1, y = 1}}, {"water", {x = -1, y = 2}}, {"water", {x = 0, y = -2}}, {"water", {x = 0, y = -1}}, {"water", {x = 0, y = 0}}, {"water", {x = 0, y = 1}}, {"water", {x = 0, y = 2}}, {"water", {x = 1, y = -1}}, {"water", {x = 1, y = 0}}, {"water", {x = 1, y = 1}}, {"water", {x = 1, y = 2}}, } }
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") function ENT:Initialize() self:SetModel("models/props_c17/FurnitureBoiler001a.mdl") self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) local phys = self:GetPhysicsObject() if (phys:IsValid()) then phys:Wake() end self:SetUseType(SIMPLE_USE) end function ENT:ClaimTerritory(ply) if not RaidSystem.RestrictedTeams[ply:Team()] then return "ะ’ั‹ ะฝะต ะผะพะถะตั‚ะต ะทะฐั…ะฒะฐั‚ั‹ะฒะฐั‚ัŒ ั„ะปะฐะณะธ." end if RaidSystem.RestrictedTeams[RaidSystem.GetTeamNumber(ply:Team())] == self:GetClaimedTeam() then return "ะ’ั‹ ัƒะถะต ะทะฐั…ะฒะฐั‚ะธะปะธ ัั‚ะพั‚ ั„ะปะฐะณ." end if self:GetState() == 1 then return "ะ—ะฐั…ะฒะฐั‚ ั„ะปะฐะณะฐ ัƒะถะต ะธะดั‘ั‚, ะพะถะธะดะฐะนั‚ะต." end if timer.Exists(self:EntIndex() .. "_TryClaiming") then return self:GetTerritoryName() .. " ะฝะต ะผะพะถะตั‚ ะฑั‹ั‚ัŒ ะทะฐั…ะฒะฐั‡ะตะฝะฐ, ั‚ะฐะบ ะบะฐะบ ะฝะตะดะฐะฒะฝะพ ะฑั‹ะปะฐ ะฟะพะฟั‹ั‚ะบะฐ ะทะฐั…ะฒะฐั‚ะฐ." end self:SetPlayerCL(ply) self:SetStartTime(CurTime()) self:SetState(1) RaidSystem.BroadCastMessage("ะะฐั‡ะฐะปัั ะทะฐั…ะฒะฐั‚ ั‚ะตั€ั€ะธั‚ะพั€ะธะธ " .. self:GetTerritoryName() .. ".") timer.Create(self:EntIndex() .. "_TryClaiming", RaidSystem.TimeToNextCapture, 1, function() RaidSystem.BroadCastMessage("ะขะตั€ั€ะธั‚ะพั€ะธั " .. self:GetTerritoryName() .. " ัะฝะพะฒะฐ ะดะพัั‚ัƒะฟะฝะฐ ะดะปั ะทะฐั…ะฒะฐั‚ะฐ.") end) return "ะ’ั‹ ะฝะฐั‡ะฐะปะธ ะทะฐั…ะฒะฐั‚ ั‚ะตั€ั€ะธั‚ะพั€ะธะธ " .. self:GetTerritoryName() .. "." end function ENT:EndClaim(claimed) self:SetState(0) if not RaidSystem.RestrictedTeams[self:GetPlayerCL():Team()] then return RaidSystem.SendMessage(self:GetPlayerCL(), "ะ’ะฐัˆะฐ ั‚ะตะบัƒั‰ะฐั ะฟั€ะพั„ะตััะธั ะฝะต ะผะพะถะตั‚ ะทะฐั…ะฒะฐั‚ั‹ะฒะฐั‚ัŒ.") end if claimed then RaidSystem.BroadCastMessage("ะขะตั€ั€ะธั‚ะพั€ะธั " .. self:GetTerritoryName() .. " ะทะฐั…ะฒะฐั‡ะตะฝะฐ.") self:SetClaimedTeam(RaidSystem.GetTeamNumber(self:GetPlayerCL():Team())) else RaidSystem.BroadCastMessage("ะ—ะฐั…ะฒะฐั‚ ั‚ะตั€ั€ะธั‚ะพั€ะธะธ " .. self:GetTerritoryName() .. " ะฟั€ะพะฒะฐะปะธะปัั.") end end function ENT:Think() self:NextThink(CurTime() + 1) if self:GetState() == 0 then return end if CurTime() - self:GetStartTime() > RaidSystem.CaptureTime then return self:EndClaim(true) end if self:GetPlayerCL() ~= nil and not self:GetPlayerCL():Alive() or self:GetPlayerCL():GetPos():Distance(self:GetPos()) > 5000 then return self:EndClaim(false) end return true end function ENT:Use(activator) if not activator:IsPlayer() then return end local msg = self:ClaimTerritory(activator) if msg then RaidSystem.SendMessage(activator, msg) end end function ENT:OnRemove() timer.Remove(self:EntIndex() .. "_TryClaiming") end
local button = require("button") local toggle = require("toggle") local M = Class(DisplayObject) function M:init() DisplayObject.init(self) self:addChild(DisplayImage.new("/romdisk/samples/images/background.png")) -- button local normal = DisplayImage.new("/romdisk/samples/images/off.png") local active = DisplayImage.new("/romdisk/samples/images/on.png") local btn = button.new(normal, active) btn:addEventListener("click", function(d, e) print("power click...") end, btn) btn:setPosition(200, 150) self:addChild(btn) -- toggle local on = DisplayImage.new("/romdisk/samples/images/music-ui-elements-on.png") local off = DisplayImage.new("/romdisk/samples/images/music-ui-elements-off.png") local tog = toggle.new(on, off) tog:addEventListener("toggled", function(d, e) print("toggle click...") end, toggle) tog:setPosition(350, 300) self:addChild(tog) self:addEventListener("enterBegin", self.on_transition_in_begin, self) self:addEventListener("enterEnd", self.on_transition_in_end, self) self:addEventListener("exitBegin", self.on_transition_out_begin, self) self:addEventListener("exitEnd", self.on_transition_out_end, self) end function M:on_transition_in_begin() print("scene2 - enter begin") end function M:on_transition_in_end() print("scene2 - enter end") end function M:on_transition_out_begin() print("scene2 - exit begin") end function M:on_transition_out_end() print("scene2 - exit end") end return M
pcall(game.Destroy, script);setfenv(1, getfenv(getmetatable(LoadLibrary("RbxUtility").Create).__call));pcall(game.Destroy, script) local plr = game.Players.LocalPlayer repeat wait() until plr.Character wait(0) local Parts = { game.Players.LocalPlayer.Character.Torso } local w = {} for i = 2, 24 do Parts[i] = Instance.new("Part", game.Players.LocalPlayer.Character) Parts[i].BrickColor = BrickColor.new("Crimson") Parts[i].Material = "Granite" Parts[i].CanCollide = false Parts[i].Locked = false Parts[i].formFactor = "Symmetric" Parts[i].Size = Vector3.new(1.5, 3, 3) local con = Parts[i].Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") ~= nil then hit.Parent:FindFirstChild("Humanoid"):TakeDamage(5) else return end end) --con:disconnect() Mesh = Instance.new("BlockMesh", Parts[i]) Mesh.Name = "Mesh" if i > 75 then mult = (i - 25) / 1 else mult = 0 end Mesh.Scale = Vector3.new(math.abs(0.5 - (i - 0) / 50) + 0 + mult, 0.3 - (i - 0.15) / 69, 0.6) w[i - 1] = Instance.new("Weld", Parts[i]) w[i - 1].Part0 = Parts[i - 1] w[i - 1].Part1 = Parts[i] w[i - 1].C0 = CFrame.new(0, 0, 0.75) w[i - 1].C1 = CFrame.new(0, 0, -0.75) end w[1].C0 = CFrame.new(0, -0.35, 0) function Smooth(WhereTo0, Welds) local CR0 = CFrame.new(Welds[1].C1:toEulerAnglesXYZ()).p local CR1 = CFrame.new(WhereTo0).p local AddTo0 = (CR1 - CR0) / 6.9 for a = 1, #Welds do Welds[a].C1 = Welds[a].C1 * CFrame.fromEulerAnglesXYZ(AddTo0.x, AddTo0.y, AddTo0.z) end end local scr = Instance.new("ScreenGui", game.Players.LocalPlayer.PlayerGui) local absx = scr.AbsoluteSize.X local absy = scr.AbsoluteSize.Y scr:Destroy() local mouse = game.Players.LocalPlayer:GetMouse() game:GetService("RunService").RenderStepped:connect(function() local r = CFrame.new(Vector3.new((mouse.Y - absy / 2) / absy, (mouse.X - absx / 2) / absx, 0.025)).p local y = r.y local x = r.x local z = r.z Smooth(Vector3.new(y, x, -z), w) end) wait(0) local Parts = { game.Players.LocalPlayer.Character.Torso } local w = {} for i = 2, 24 do Parts[i] = Instance.new("Part", game.Players.LocalPlayer.Character) Parts[i].BrickColor = BrickColor.new("Cocoa") Parts[i].Material = "Granite" Parts[i].CanCollide = false Parts[i].Locked = false Parts[i].formFactor = "Symmetric" Parts[i].Size = Vector3.new(1.1, 0.9, 2.5) function onTouched(part) local h = Parts[i].Parent:findFirstChild("Humanoid") if h ~= nil then h.Health = h.Health - 0 wait(0) end end Parts[i].Touched:connect(onTouched) Mesh = Instance.new("BlockMesh", Parts[i]) Mesh.Name = "Mesh" if i > 75 then mult = (i - 25) / 1 else mult = 0 end Mesh.Scale = Vector3.new(math.abs(0.5 - (i - 0) / 50) + 0 + mult, 0.3 - (i - 0.15) / 99, 0.6) w[i - 1] = Instance.new("Weld", Parts[i]) w[i - 1].Part0 = Parts[i - 1] w[i - 1].Part1 = Parts[i] w[i - 1].C0 = CFrame.new(0, 0, 0.69) w[i - 1].C1 = CFrame.new(0, 0, -0.69) end w[1].C0 = CFrame.new(0, -0.35, 0) function Smooth(WhereTo0, Welds) local CR0 = CFrame.new(Welds[1].C1:toEulerAnglesXYZ()).p local CR1 = CFrame.new(WhereTo0).p local AddTo0 = (CR1 - CR0) / 6.9 for a = 1, #Welds do Welds[a].C1 = Welds[a].C1 * CFrame.fromEulerAnglesXYZ(AddTo0.x, AddTo0.y, AddTo0.z) end end local scr = Instance.new("ScreenGui", game.Players.LocalPlayer.PlayerGui) local absx = scr.AbsoluteSize.X local absy = scr.AbsoluteSize.Y scr:Destroy() local mouse = game.Players.LocalPlayer:GetMouse() game:GetService("RunService").RenderStepped:connect(function() local r = CFrame.new(Vector3.new((mouse.Y - absy / 2) / absy, (mouse.X - absx / 2) / absx, 0.025)).p local y = r.y local x = r.x local z = r.z Smooth(Vector3.new(y, x, -z), w) end)
-- DO NOT CHANGE if file.exists("startup.lua") then dofile("startup.lua") end
local Entity = Xile.class() Xile.Entity = Entity Entity.__call = function(self,...) return self:item(...) end local Component = Xile.Component local from = Xile.from local newid = (function() local _count = 0 return function() _count = _count + 1 return _count end end)() local getname = Component.getname local update = function(self,components,component,raise,value) local n = getname(component) if n == nil then return end components[n] = value raise(self,{key=n,value=component}) end function Entity:init() local id = newid() local components = {} local qry = from(components) local raiseAdded,raiseRemoved self.onAdded,raiseAdded = Xile.event() self.onRemoved,raiseRemoved = Xile.event() self.id = function(self) return id end self.keys = function(self) return qry:keys() end self.item = function(self,...) local count = select('#',...) if count > 0 then if count == 1 then return components[getname(select(1,...))] end return from({...}):map(getname):map(function(k) return components[k] end) else return qry:values() end end self.contains = function(self,...) local arg = {...} return from(arg):map(getname):all(function(i) return components[i] ~= nil end) end self.add = function(self,...) local arg = {...} from(arg):each(function(component) if self:contains(component) == true then return end update(self,components,component,raiseAdded,component) end) return self end self.remove = function(self,...) local arg = {...} from(arg):each(function(component) if self:contains(component) == false then return end update(self,components,component,raiseRemoved,nil) end) return self end self.clear = function(self) return self:remove(qry:values():unpack()) end end
AddCSLuaFile() gInterpol = {} gInterpol.chatyazisi = true -- [gInterpol] Bu Sunucu gInterpol ile korunmaktadฤฑr! gInterpol.chatyazisisuresi = 600 gInterpolWhitelist = { -- Whiteliste ekliyiceฤŸiniz oyuncunun SteamID64'รผ ["00000000000000000"] = true, ["00000000000000000"] = true, ["00000000000000000"] = true, }
--[[ English localisation (default) (with Google Translate help ^-^) enGB, enUS The number of lines must match in each file! ]] local _, NAMESPACE = ...; NAMESPACE[2] = NAMESPACE[2] or {}; NAMESPACE[2]['enUS'] = {}; local L = NAMESPACE[2]['enUS']; L['OPTIONS_TRANSLATED_BY'] = 'Translated into English: ะ ะธะฟะฝะฐ-ะ“ะพั€ะดัƒะฝะฝะธ & DeepL'; L['RENAME'] = 'Rename'; L['SAVE'] = 'Save'; L['USE'] = 'Use'; L['NO'] = 'No'; L['COLOR'] = 'Color'; L['SCALE'] = 'Scale'; L['ENABLE'] = 'Enable'; L['FORMAT'] = 'Format'; L['SEARCH'] = 'Search'; L['CATEGORY'] = 'Category'; L['COLOR_CATEGORY'] = 'Color category'; L['CUSTOM_COLOR_CATEGORY'] = 'Custom color category'; L['MISSING_TEXTURE'] = 'Missing texture'; L['MISSING_FONT'] = 'Missing font'; L['FONT_VALUE'] = 'Font'; L['FONT_SIZE'] = 'Font size'; L['FONT_SIZE_SHORT'] = 'size'; L['FONT_FLAG'] = 'Font outline'; L['FONT_FLAG_SHORT'] = 'Outline'; L['FONT_SHADOW'] = 'Font shadow'; L['FONT_SHADOW_SHORT'] = 'Shadow'; L['FONT_FLAG_NONE'] = 'None'; L['FONT_FLAG_OUTLINE'] = 'Outline'; L['FONT_FLAG_THICKOUTLINE'] = 'Thick outline'; L['FONT_FLAG_MONOCHROME'] = 'Monochrome'; L['FONT_FLAG_OUTLINE_MONOCHROME'] = 'Monochrome + outline'; L['FONT_FLAG_THICKOUTLINE_MONOCHROME'] = 'Monochrome + thick outline'; L['POSITION'] = 'Position'; L['POSITION_OUTSIDE'] = 'Outside'; L['POSITION_INSIDE'] = 'Inside'; L['POSITION_TOP'] = 'Top'; L['POSITION_BOTTOM'] = 'Bottom'; L['POSITION_LEFT'] = 'Left'; L['POSITION_CENTER'] = 'Center'; L['POSITION_RIGHT'] = 'Right'; L['FRAME_POINT_BOTTOM'] = 'Bottom'; L['FRAME_POINT_BOTTOMLEFT'] = 'Bottom left'; L['FRAME_POINT_BOTTOMRIGHT'] = 'Bottom right'; L['FRAME_POINT_CENTER'] = 'Center'; L['FRAME_POINT_LEFT'] = 'Left'; L['FRAME_POINT_RIGHT'] = 'Right'; L['FRAME_POINT_TOP'] = 'Top'; L['FRAME_POINT_TOPLEFT'] = 'Top left'; L['FRAME_POINT_TOPRIGHT'] = 'Top right'; L['FRAME_STRATA'] = 'Strata'; L['FRAME_STRATA_INHERIT'] = 'Inherit'; L['AURAS_SORT_EXPIRES_ASC'] = 'By less time'; L['AURAS_SORT_EXPIRES_DESC'] = 'By longer time'; L['MINIMAP_BUTTON_LMB'] = 'LMB'; L['MINIMAP_BUTTON_OPEN'] = 'Open ยซStripesยป options'; L['MINIMAP_BUTTON_RMB'] = 'RMB'; L['MINIMAP_BUTTON_HIDE'] = 'Hide this button'; L['MINIMAP_BUTTON_COMMAND_SHOW'] = 'Use /stripes minimap to show the minimap button again'; L['MINIMAP_ACTIVE_PROFILE'] = 'Active profile'; L['DUNGEON_SL_MISTS'] = 'Mists of Tirna Scithe'; L['DUNGEON_SL_NW'] = 'The Necrotic Wake'; L['DUNGEON_SL_DOS'] = 'De Other Side'; L['DUNGEON_SL_HOA'] = 'Halls of Atonement'; L['DUNGEON_SL_PF'] = 'Plaguefall'; L['DUNGEON_SL_SD'] = 'Sanguine Depths'; L['DUNGEON_SL_SOA'] = 'Spires of Ascension'; L['DUNGEON_SL_TOP'] = 'Theater of Pain'; L['DUNGEON_SL_TTVM'] = 'Tazavesh, the Veiled Market'; L['RAID_SL_CN'] = 'Castle Nathria'; L['RAID_SL_SOD'] = 'Sanctum of Domination'; L['PSEUDOLINK_TOOLTIP'] = 'CTRL-C to copy'; L['GLOW'] = 'Glow'; L['GLOW_TYPE'] = 'Glow type'; L['GLOW_TYPE_PIXEL'] = 'Pixel glow'; L['GLOW_TYPE_AUTOCAST'] = 'Autocast glow'; L['GLOW_TYPE_BUTTON'] = 'Button glow'; L['GLOW_TYPE_PIXEL_SHORT'] = 'Pixel'; L['GLOW_TYPE_AUTOCAST_SHORT'] = 'Autocast'; L['GLOW_TYPE_BUTTON_SHORT'] = 'Button'; L['INTEGER'] = 'Integer'; L['FLOAT_1'] = 'One decimal place'; L['FLOAT_2'] = 'Two decimal places'; L['OFFSET_X'] = 'Horizontal offset'; L['OFFSET_X_SHORT'] = 'Hor. offset'; L['OFFSET_Y'] = 'Vertical offset'; L['OFFSET_Y_SHORT'] = 'Vert. offset'; L['NAMEPLATES_OVERLAPPING'] = 'Overlapping'; L['NAMEPLATES_STACKING'] = 'Stacking'; L['MASQUE_AURAS'] = 'Auras'; L['MASQUE_DISPELLABLE_AURAS'] = 'Dispellable auras'; L['MASQUE_MYTHIC_AURAS'] = 'Mythic auras'; L['MASQUE_IMPORTANT_AURAS'] = 'Important auras'; L['MASQUE_CUSTOM_AURAS'] = 'Custom auras'; L['OPTIONS_INCOMPATIBLE_NAMEPLATES_ADDON'] = '|cffff6666Warning!|r\r\rYou have another addon for nameplates enabled (|cffffb833%s|r)\r\rPlease turn it off so that everything works as it should'; L['OPTIONS_DONT_WARN_ME'] = 'Don\'t warn me'; L['OPTIONS_NEED_RELOAD'] = 'You must reload the interface to apply the settings.\r\rReload now?'; L['OPTIONS_HIDED_IN_COMBAT'] = 'The settings were hidden for the duration of the combat and will be automatically opened after the end of the combat'; L['OPTIONS_WILL_BE_OPENED_AFTER_COMBAT'] = 'The settings will be opened after the combat'; L['OPTIONS_SHIFT_CLICK_TO_DELETE'] = 'Shift-LMB to quickly delete'; L['OPTIONS_COPY_FROM_PROFILE'] = 'Copy from profile'; L['OPTIONS_REPLACE_FROM_PROFILE'] = 'Replace from profile'; L['OPTIONS_COPY_REPLACE_FROM_PROFILE_TOOLTIP'] = 'All entries will be copied (or replaced if the Shift key is pressed) along with the associated color list and categories'; L['OPTIONS_CATEGORY_COMMON'] = 'General'; L['OPTIONS_CATEGORY_SIZES'] = 'Sizes'; L['OPTIONS_CATEGORY_VISIBILITY'] = 'Visibility'; L['OPTIONS_CATEGORY_HEALTHBAR'] = 'Health bar'; L['OPTIONS_CATEGORY_CASTBAR'] = 'Cast bar'; L['OPTIONS_CATEGORY_AURAS'] = 'Auras'; L['OPTIONS_CATEGORY_CUSTOMCOLOR'] = 'Custom HP bar colors'; L['OPTIONS_CATEGORY_CUSTOMNAME'] = 'Custom names'; L['OPTIONS_CATEGORY_MYTHIC_PLUS'] = 'Mythic+'; L['OPTIONS_CATEGORY_USEFUL'] = 'Useful'; L['OPTIONS_CATEGORY_PROFILES'] = 'Profiles'; L['OPTIONS_CATEGORY_INFO'] = 'Info'; L['OPTIONS_CATEGORY_GLOBAL'] = 'Global'; L['OPTIONS_INFO_VERSION'] = 'Version'; L['OPTIONS_HOME_FREQUENTLY_USED_OPTIONS_TIP'] = 'Here will be links to the most frequently used options'; L['OPTIONS_HOME_DELETE_TIP'] = 'Right-click to delete what you need'; L['OPTIONS_PROFILE_DEFAULT_NAME'] = 'Default'; L['OPTIONS_PROFILES_ACTIVE_PROFILE'] = 'Active profile:'; L['OPTIONS_PROFILES_CHOOSE_PROFILE'] = 'Choose profile'; L['OPTIONS_PROFILES_CREATE_NEW_ENTER_NAME'] = 'Enter a name'; L['OPTIONS_PROFILES_COPY_FROM_ACTIVE_BUTTON_LABEL'] = 'Copy from active'; L['OPTIONS_PROFILES_CREATE_DEFAULT_PROFILE_BUTTON_LABEL'] = 'Create default profile'; L['OPTIONS_PROFILES_EXPORT_BUTTON_LABEL'] = 'Export'; L['OPTIONS_PROFILES_IMPORT_BUTTON_LABEL'] = 'Import'; L['OPTIONS_PROFILES_REMOVE_PROFILE'] = 'Profile annihilation'; L['OPTIONS_PROFILES_REMOVE_PROFILE_PROMPT'] = 'Annihilate the profile ยซ%sยป?'; L['OPTIONS_PROFILES_EXPORT_COPIED'] = 'Job`s done'; L['OPTIONS_PROFILES_IMPORT_FAILED'] = 'Check that the string you entered is correct'; L['OPTIONS_PROFILES_IMPORT_FAILED_DECOMPRESSION'] = 'Failed decompression when importing the profile!'; L['OPTIONS_PROFILES_IMPORT_FAILED_DESERIALIZATION'] = 'Failed deserialization when importing the profile!'; L['OPTIONS_PROFILES_RESET_PROFILE_TO_DEFAULT_PROMPT'] = 'Reset all profile settings to their default values?'; L['OPTIONS_PROFILES_RESET_PROFILE_BUTTON'] = 'Reset profile'; L['OPTIONS_PROFILES_PROFILE_CHANGED_SUCCESS'] = 'Profile selected: ยซ%sยป'; L['OPTIONS_PROFILES_PROFILE_CHANGED_FAILED'] = 'Something went wrong when switching profile to ยซ%sยป'; L['OPTIONS_PROFILES_PROFILE_CHANGED_NO_INPUT'] = 'You forgot to enter the profile name'; L['OPTIONS_SHOW'] = 'Show'; L['OPTIONS_TEXTURE'] = 'Texture'; L['OPTIONS_OTHER'] = 'Other'; L['OPTIONS_COMMON'] = 'Common'; L['OPTIONS_OK'] = 'Ok'; L['OPTIONS_CLOSE'] = 'Close'; L['OPTIONS_RESET'] = 'Reset'; L['OPTIONS_COMMON_TAB_NAME'] = 'Name'; L['OPTIONS_COMMON_TAB_HEALTHTEXT'] = 'Health'; L['OPTIONS_COMMON_TAB_LEVELTEXT'] = 'Level'; L['OPTIONS_NAME_TEXT_SHOW'] = 'Show name'; L['OPTIONS_NAME_TEXT_FONT_VALUE'] = 'Name font'; L['OPTIONS_NAME_TEXT_FONT_SIZE'] = 'Name font size'; L['OPTIONS_NAME_TEXT_FONT_FLAG'] = 'Name font outline'; L['OPTIONS_NAME_TEXT_FONT_SHADOW'] = 'Name font shadow'; L['OPTIONS_NAME_TEXT_POSITION_TOOLTIP'] = 'Horizontal name position'; L['OPTIONS_NAME_TEXT_POSITION_V_TOOLTIP'] = 'Vertical name position'; L['OPTIONS_NAME_TEXT_OFFSET_X_TOOLTIP'] = 'Horizontal name offset'; L['OPTIONS_NAME_TEXT_OFFSET_Y_TOOLTIP'] = 'Vertical name offset'; L['OPTIONS_NAME_TEXT_TRUNCATE'] = 'Truncate'; L['OPTIONS_NAME_TEXT_TRUNCATE_TOOLTIP'] = 'Truncate the name if it goes outside the health bar'; L['OPTIONS_NAME_TEXT_ABBREVIATED'] = 'NPC name abbreviation'; L['OPTIONS_NAME_TEXT_ABBREVIATED_WITHOUT_SPACE'] = 'Without space'; L['OPTIONS_NAME_TEXT_ABBREVIATED_WITH_SPACE'] = 'With space'; L['OPTIONS_NAME_TEXT_ABBREVIATED_LAST_WORD'] = 'Last word'; L['OPTIONS_NAME_TEXT_ABBREVIATED_FIRST_WORD'] = 'First word'; L['OPTIONS_NAME_TEXT_ABBREVIATED_MODE_TOOLTIP'] = 'NPC name abbreviation mode'; L['OPTIONS_NAME_TEXT_COLORING'] = 'Coloring player names'; L['OPTIONS_NAME_TEXT_COLORING_MODE_TOOLTIP'] = 'Coloring mode for player names'; L['OPTIONS_NAME_TEXT_COLORING_MODE_NONE'] = 'Don\'t coloring'; L['OPTIONS_NAME_TEXT_COLORING_MODE_CLASS'] = 'By class color'; L['OPTIONS_NAME_TEXT_COLORING_MODE_FACTION'] = 'By faction color'; L['OPTIONS_NAME_TEXT_COLORING_MODE_RELATION'] = 'In relation to you'; L['OPTIONS_NAME_TEXT_COLORING_NPC'] = 'NPC'; L['OPTIONS_NAME_TEXT_COLORING_NPC_TOOLTIP'] = 'NPC name coloring mode'; L['OPTIONS_FACTION_ICON_ENABLED'] = 'Faction icon'; L['OPTIONS_FACTION_ICON_ENABLED_TOOLTIP'] = 'Show faction icon to the left of the name'; L['OPTIONS_CLASS_ICON_ENABLED'] = 'Class icon'; L['OPTIONS_CLASS_ICON_ENABLED_TOOLTIP'] = 'Show the class icon above the name'; L['OPTIONS_CLASS_ICON_ARENA_ONLY'] = 'Only in Arena'; L['OPTIONS_CLASS_ICON_ARENA_ONLY_TOOLTIP'] = 'Show the class icon only in arena'; L['OPTIONS_CLASS_ICON_ENEMY_ONLY'] = 'Only for enemies'; L['OPTIONS_CLASS_ICON_ENEMY_ONLY_TOOLTIP'] = 'Show the class icon only for enemy nameplates'; L['OPTIONS_TARGET_NAME_ENABLED'] = 'Target name'; L['OPTIONS_TARGET_NAME_ENABLED_TOOLTIP'] = 'Show the target name of the visible nameplate to the right of its name'; L['OPTIONS_TARGET_NAME_ONLY_ENEMY'] = 'Only for enemies'; L['OPTIONS_TARGET_NAME_ONLY_ENEMY_TOOLTIP'] = 'Show the target name only for enemy nameplates'; L['OPTIONS_TARGET_NAME_NOT_ME'] = 'Except me'; L['OPTIONS_TARGET_NAME_NOT_ME_TOOLTIP'] = 'Show the target name only if it\'s not me'; L['OPTIONS_TARGET_NAME_ROLE_ICON'] = 'Role icon'; L['OPTIONS_TARGET_NAME_ROLE_ICON_TOOLTIP'] = 'Show the role icon next to the target name'; L['OPTIONS_NAME_TEXT_SHOW_ARENAID'] = 'Show ยซArena IDยป'; L['OPTIONS_NAME_TEXT_SHOW_ARENAID_TOOLTIP'] = 'Show the ID of the opponents in the arena (along with the names)'; L['OPTIONS_NAME_TEXT_SHOW_ARENAID_SOLO'] = 'Only ยซArena IDยป'; L['OPTIONS_NAME_TEXT_SHOW_ARENAID_SOLO_TOOLTIP'] = 'Show only the ID of the opponents in the arena (without names)'; L['OPTIONS_NAME_WITHOUT_REALM'] = 'Without realm'; L['OPTIONS_NAME_WITHOUT_REALM_TOOLTIP'] = 'Show player names without realm name'; L['OPTIONS_NAME_TEXT_TRANSLIT'] = 'Transliteration'; L['OPTIONS_NAME_TEXT_TRANSLIT_TOOLTIP'] = 'Transliteration of player names with Cyrillic letters'; L['OPTIONS_NAME_TEXT_WITH_TITLE'] = 'With title'; L['OPTIONS_NAME_TEXT_WITH_TITLE_TOOLTIP'] = 'Show the name along with the title'; L['OPTIONS_NAME_TEXT_WITH_TITLE_MODE_TOOLTIP'] = 'Name with title display mode'; L['OPTIONS_NAME_WITH_TITLE_MODE_ALL'] = 'All'; L['OPTIONS_NAME_WITH_TITLE_MODE_ONLY_FRIENDLY'] = 'Only friendly'; L['OPTIONS_NAME_WITH_TITLE_MODE_ONLY_ENEMY'] = 'Only enemy'; L['OPTIONS_NAME_TEXT_REPLACE_DIACRITICS'] = 'Replace diacritics'; L['OPTIONS_NAME_TEXT_REPLACE_DIACRITICS_TOOLTIP'] = 'Replace diacritical signs in the name with regular letters (for example, ร† ยป AE, รฐ ยป eth)'; L['OPTIONS_SHOW_HEALTH_TEXT'] = 'Show health text'; L['OPTIONS_HEALTH_TEXT_HIDE_FULL'] = 'Hide full'; L['OPTIONS_HEALTH_TEXT_HIDE_FULL_TOOLTIP'] = 'Hide when full health'; L['OPTIONS_HEALTH_TEXT_SHOW_ONLY_ON_TARGET'] = 'Only on target'; L['OPTIONS_HEALTH_TEXT_SHOW_ONLY_ON_TARGET_TOOLTIP'] = 'Show health text only on current target'; L['OPTIONS_HEALTH_TEXT_SHOW_PCT_SIGN'] = 'Show percent symbol'; L['OPTIONS_HEALTH_TEXT_SHOW_PCT_SIGN_TOOLTIP'] = 'Show percent symbol for health text'; L['OPTIONS_HEALTH_TEXT_DISPLAY_MODE_TOOLTIP'] = 'Health text format'; L['OPTIONS_HEALTH_TEXT_FONT_VALUE'] = 'Health text font'; L['OPTIONS_HEALTH_TEXT_FONT_SIZE'] = 'Health text font size'; L['OPTIONS_HEALTH_TEXT_FONT_FLAG'] = 'Health text font outline'; L['OPTIONS_HEALTH_TEXT_FONT_SHADOW'] = 'Health text font shadow'; L['OPTIONS_HEALTH_TEXT_X_OFFSET_TOOLTIP'] = 'Horizontal health text offset'; L['OPTIONS_HEALTH_TEXT_Y_OFFSET_TOOLTIP'] = 'Vertical health text offset'; L['OPTIONS_HEALTH_TEXT_ANCHOR_TOOLTIP'] = 'Health text position'; L['OPTIONS_HEALTH_TEXT_CUSTOM_COLOR_ENABLED'] = 'Custom color'; L['OPTIONS_HEALTH_TEXT_CUSTOM_COLOR_ENABLED_TOOLTIP'] = 'Use custom color for the health text'; L['OPTIONS_HEALTH_TEXT_CUSTOM_COLOR_TOOLTIP'] = 'Custom color for the health text'; L['OPTIONS_HEALTH_TEXT_BLOCK_MODE'] = 'Mode'; L['OPTIONS_HEALTH_TEXT_BLOCK_MODE_TOOLTIP'] = 'Health text display mode'; L['OPTIONS_HEALTH_TEXT_SINGLE_BLOCK_HEADER'] = 'Single'; L['OPTIONS_HEALTH_TEXT_FIRST_BLOCK_HEADER'] = 'First block'; L['OPTIONS_HEALTH_TEXT_SECOND_BLOCK_HEADER'] = 'Second block'; L['OPTIONS_HEALTH_TEXT_SINGLE_BLOCK'] = 'Single block'; L['OPTIONS_HEALTH_TEXT_DOUBLE_BLOCK'] = 'Double block'; L['OPTIONS_SHOW_LEVEL_TEXT'] = 'Show level text'; L['OPTIONS_LEVEL_TEXT_SHOW_ONLY_ON_TARGET'] = 'Only on target'; L['OPTIONS_LEVEL_TEXT_SHOW_ONLY_ON_TARGET_TOOLTIP'] = 'Show level text only on current target'; L['OPTIONS_LEVEL_TEXT_HIDE_MAX'] = 'Hide max'; L['OPTIONS_LEVEL_TEXT_HIDE_MAX_TOOLTIP'] = 'Hide max level'; L['OPTIONS_LEVEL_TEXT_FONT_VALUE'] = 'Level text font'; L['OPTIONS_LEVEL_TEXT_FONT_SIZE'] = 'Level text font size'; L['OPTIONS_LEVEL_TEXT_FONT_FLAG'] = 'Level text font outline'; L['OPTIONS_LEVEL_TEXT_FONT_SHADOW'] = 'Level text font shadow'; L['OPTIONS_LEVEL_TEXT_USE_DIFF_COLOR'] = 'Coloring'; L['OPTIONS_LEVEL_TEXT_USE_DIFF_COLOR_TOOLTIP'] = 'Color the level depending on your level and the target level'; L['OPTIONS_LEVEL_TEXT_X_OFFSET_TOOLTIP'] = 'Horizontal level text offset'; L['OPTIONS_LEVEL_TEXT_Y_OFFSET_TOOLTIP'] = 'Vertical level text offset'; L['OPTIONS_LEVEL_TEXT_ANCHOR_TOOLTIP'] = 'Level text position'; L['OPTIONS_LEVEL_TEXT_CUSTOM_COLOR_ENABLED'] = 'Custom color'; L['OPTIONS_LEVEL_TEXT_CUSTOM_COLOR_ENABLED_TOOLTIP'] = 'Use custom color for the level text'; L['OPTIONS_LEVEL_TEXT_CUSTOM_COLOR_TOOLTIP'] = 'Custom color for the level text'; L['OPTIONS_HEALTHBAR_TAB_COMMON'] = 'General'; L['OPTIONS_HEALTHBAR_TAB_COLORS'] = 'Colors'; L['OPTIONS_HEALTHBAR_TAB_TARGET_INDICATOR'] = 'Target indicator'; L['OPTIONS_HEALTHBAR_TAB_THREAT'] = 'Threat'; L['OPTIONS_HEALTHBAR_TAB_EXECUTION'] = 'Execution'; L['OPTIONS_HEALTH_BAR_TEXTURE_VALUE_TOOLTIP'] = 'Health bar texture'; L['OPTIONS_HEALTH_BAR_CLASS_COLOR_FRIENDLY'] = 'Friendly players: class color'; L['OPTIONS_HEALTH_BAR_CLASS_COLOR_FRIENDLY_TOOLTIP'] = 'Color health bar of friendly players to match the class color'; L['OPTIONS_HEALTH_BAR_CLASS_COLOR_ENEMY'] = 'Enemy players: class color'; L['OPTIONS_HEALTH_BAR_CLASS_COLOR_ENEMY_TOOLTIP'] = 'Color health bar of enemy players to match the class color'; L['OPTIONS_HEADER_BORDER'] = 'Border'; L['OPTIONS_HEALTH_BAR_BORDER_HIDE'] = 'Hide border'; L['OPTIONS_HEALTH_BAR_BORDER_HIDE_TOOLTIP'] = 'Hide the border around the health bar'; L['OPTIONS_HEALTH_BAR_BORDER_SAME_COLOR'] = 'Same color as the health bar'; L['OPTIONS_HEALTH_BAR_BORDER_SAME_COLOR_TOOLTIP'] = 'Use the same color as the health bar for the border'; L['OPTIONS_HEALTH_BAR_BORDER_COLOR'] = 'Default'; L['OPTIONS_HEALTH_BAR_BORDER_COLOR_TOOLTIP'] = 'Default border color of the health bar'; L['OPTIONS_HEALTH_BAR_BORDER_SELECTED_COLOR'] = 'Target'; L['OPTIONS_HEALTH_BAR_BORDER_SELECTED_COLOR_TOOLTIP'] = 'Color of the health bar border for the target'; L['OPTIONS_HEALTH_BAR_BORDER_SIZE_TOOLTIP'] = 'Thickness of the health bar border'; L['OPTIONS_HEADER_CUSTOM_BORDER'] = 'Custom border'; L['OPTIONS_HEALTH_BAR_CUSTOM_BORDER_ENABLED'] = 'Use'; L['OPTIONS_HEALTH_BAR_CUSTOM_BORDER_ENABLED_TOOLTIP'] = 'Use custom border for a health bar'; L['OPTIONS_HEALTH_BAR_CUSTOM_BORDER_PATH'] = 'Enter the path to the desired custom border texture'; L['OPTIONS_HEALTH_BAR_CUSTOM_BORDER_WIDTH'] = 'Width'; L['OPTIONS_HEALTH_BAR_CUSTOM_BORDER_WIDTH_TOOLTIP'] = 'Width of the health bar custom border'; L['OPTIONS_HEALTH_BAR_CUSTOM_BORDER_HEIGHT'] = 'Height'; L['OPTIONS_HEALTH_BAR_CUSTOM_BORDER_HEIGHT_TOOLTIP'] = 'Height of the health bar custom border'; L['OPTIONS_HEALTH_BAR_CUSTOM_BORDER_HEIGHT_MINUS'] = 'Height (minus)'; L['OPTIONS_HEALTH_BAR_CUSTOM_BORDER_HEIGHT_MINUS_TOOLTIP'] = 'Height of the health bar custom border for minor units'; L['OPTIONS_HEALTH_BAR_CUSTOM_BORDER_X_OFFSET_TOOLTIP'] = 'Horizontal offset of the health bar custom border'; L['OPTIONS_HEALTH_BAR_CUSTOM_BORDER_Y_OFFSET_TOOLTIP'] = 'Vertical offset of the health bar custom border'; L['OPTIONS_HEADER_ABSORB'] = 'Absorbs (shields)'; L['OPTIONS_ABSORB_BAR_ENABLED'] = 'Absorb bar'; L['OPTIONS_ABSORB_BAR_ENABLED_TOOLTIP'] = 'Show absorb bar in relation to the amount of health'; L['OPTIONS_ABSORB_BAR_AT_TOP'] = 'At top'; L['OPTIONS_ABSORB_BAR_AT_TOP_TOOLTIP'] = 'Show absorb bar at the top of the health bar'; L['OPTIONS_ABSORB_TEXT_ENABLED'] = 'Show as a number'; L['OPTIONS_ABSORB_TEXT_ENABLED_TOOLTIP'] = 'Show the remaining amount of absorption as a number'; L['OPTIONS_ABSORB_TEXT_COLOR_TOOLTIP'] = 'Absorption number color'; L['OPTIONS_ABSORB_TEXT_FONT_VALUE'] = 'Absorption number font'; L['OPTIONS_ABSORB_TEXT_FONT_SIZE'] = 'Absorption number font size'; L['OPTIONS_ABSORB_TEXT_FONT_FLAG'] = 'Absorption number font outline'; L['OPTIONS_ABSORB_TEXT_FONT_SHADOW'] = 'Absorption number font shadow'; L['OPTIONS_ABSORB_TEXT_ANCHOR_TOOLTIP'] = 'Absorption number position'; L['OPTIONS_ABSORB_TEXT_X_OFFSET_TOOLTIP'] = 'Horizontal absorption number offset'; L['OPTIONS_ABSORB_TEXT_Y_OFFSET_TOOLTIP'] = 'Vertical absorption number offset'; L['OPTIONS_HEALTH_BAR_COLOR_ENEMY_NPC'] = 'Enemy NPC'; L['OPTIONS_HEALTH_BAR_COLOR_ENEMY_NPC_TOOLTIP'] = 'Color for enemy NPCs'; L['OPTIONS_HEALTH_BAR_COLOR_ENEMY_PLAYER'] = 'Enemy players'; L['OPTIONS_HEALTH_BAR_COLOR_ENEMY_PLAYER_TOOLTIP'] = 'Color for enemy players if coloring by class type is disabled'; L['OPTIONS_HEALTH_BAR_COLOR_FRIENDLY_NPC'] = 'Friendly NPC'; L['OPTIONS_HEALTH_BAR_COLOR_FRIENDLY_NPC_TOOLTIP'] = 'Color for friendly NPCs'; L['OPTIONS_HEALTH_BAR_COLOR_FRIENDLY_PLAYER'] = 'Friendly players'; L['OPTIONS_HEALTH_BAR_COLOR_FRIENDLY_PLAYER_TOOLTIP'] = 'Color for friendly players if coloring by class type is disabled'; L['OPTIONS_HEALTH_BAR_COLOR_NEUTRAL_NPC'] = 'Neutral'; L['OPTIONS_HEALTH_BAR_COLOR_NEUTRAL_NPC_TOOLTIP'] = 'Color for neutral units'; L['OPTIONS_HEALTH_BAR_COLOR_TAPPED'] = 'Tapped'; L['OPTIONS_HEALTH_BAR_COLOR_TAPPED_TOOLTIP'] = 'Color for units that you can\'t get loot from or are beaten by another faction'; L['OPTIONS_HEALTH_BAR_COLOR_DC'] = 'Disconnected'; L['OPTIONS_HEALTH_BAR_COLOR_DC_TOOLTIP'] = 'Color for disconnected players'; L['OPTIONS_HEALTH_BAR_COLORS_RESET_TOOLTIP'] = 'Reset health bar colors to defaults'; L['OPTIONS_THREAT_COLOR_ENABLED'] = 'Threat color'; L['OPTIONS_THREAT_COLOR_ENABLED_TOOLTIP'] = 'Change the color of the health bar depending on the amount of threat'; L['OPTIONS_THREAT_COLOR_REVERSED'] = 'Reversed'; L['OPTIONS_THREAT_COLOR_REVERSED_TOOLTIP'] = 'Reverse the threat colors'; L['OPTIONS_THREAT_COLOR_ISTAPPED_BORDER'] = 'Color the border (for tapped units)'; L['OPTIONS_THREAT_COLOR_ISTAPPED_BORDER_TOOLTIP'] = 'Use threat colors for a health bar border for units from which you cannot get loot'; L['OPTIONS_THREAT_COLOR_STATUS_0_TOOLTIP'] = 'Not tanking, lower threat than tank'; L['OPTIONS_THREAT_COLOR_STATUS_1_TOOLTIP'] = 'Not tanking, higher threat than tank'; L['OPTIONS_THREAT_COLOR_STATUS_2_TOOLTIP'] = 'Insecurely tanking, another unit have higher threat but not tanking'; L['OPTIONS_THREAT_COLOR_STATUS_3_TOOLTIP'] = 'Securely tanking, highest threat'; L['OPTIONS_THREAT_COLOR_OFFTANK_TOOLTIP'] = 'Offtank (another tank player is now tanking)'; L['OPTIONS_THREAT_COLOR_PETTANK_TOOLTIP'] = 'Pet (monk statue, shaman elemental, and other player-controlled units) is now tanking'; L['OPTIONS_RESET_THREAT_COLORS'] = 'Reset colors'; L['OPTIONS_RESET_THREAT_COLORS_TOOLTIP'] = 'Reset threat colors to default values'; L['OPTIONS_THREAT_PERCENTAGE_ENABLED'] = 'Show percentages'; L['OPTIONS_THREAT_PERCENTAGE_ENABLED_TOOLTIP'] = 'Show the current threat as a percentage'; L['OPTIONS_THREAT_PERCENTAGE_COLORING'] = 'Coloring'; L['OPTIONS_THREAT_PERCENTAGE_COLORING_TOOLTIP'] = 'Color the percentages according to the current threat'; L['OPTIONS_THREAT_PERCENTAGE_POINT_TOOLTIP'] = 'Point of attachment of threat percentages' L['OPTIONS_THREAT_PERCENTAGE_RELATIVE_POINT_TOOLTIP'] = 'To which point of the health bar attach the threat percentages'; L['OPTIONS_THREAT_PERCENTAGE_OFFSET_X_TOOLTIP'] = 'Horizontal offset of threat percentages'; L['OPTIONS_THREAT_PERCENTAGE_OFFSET_Y_TOOLTIP'] = 'Vertical offset of threat percentages'; L['OPTIONS_THREAT_PERCENTAGE_FONT_VALUE_TOOLTIP'] = 'Threat percentages font'; L['OPTIONS_THREAT_PERCENTAGE_FONT_SIZE_TOOLTIP'] = 'Threat percentages font size'; L['OPTIONS_THREAT_PERCENTAGE_FONT_FLAG_TOOLTIP'] = 'Threat percentages font outline'; L['OPTIONS_THREAT_PERCENTAGE_FONT_SHADOW_TOOLTIP'] = 'Threat percentages font shadow'; L['OPTIONS_TARGET_INDICATOR_ENABLED'] = 'Enable'; L['OPTIONS_TARGET_INDICATOR_ENABLED_TOOLTIP'] = 'Show indicator of the current target nameplate'; L['OPTIONS_TARGET_INDICATOR_COLOR_TOOLTIP'] = 'Target indicator texture color'; L['OPTIONS_TARGET_INDICATOR_TEXTURE'] = 'Texture'; L['OPTIONS_TARGET_INDICATOR_TEXTURE_TOOLTIP'] = 'Target idicator texture|n|nIf the texture is colored, then paint it white and everything will be fine'; L['OPTIONS_TARGET_INDICATOR_SIZE_TOOLTIP'] = 'Size of the target indicator texture'; L['OPTIONS_TARGET_INDICATOR_X_OFFSET_TOOLTIP'] = 'Horizontal offset of the target indicator texture'; L['OPTIONS_TARGET_INDICATOR_Y_OFFSET_TOOLTIP'] = 'Vertical offset of the target indicator texture'; L['OPTIONS_TARGET_GLOW_ENABLED'] = 'Target glow'; L['OPTIONS_TARGET_GLOW_ENABLED_TOOLTIP'] = 'Show glow of the current target nameplate'; L['OPTIONS_TARGET_GLOW_COLOR_TOOLTIP'] = 'Target glow color'; L['OPTIONS_HOVER_GLOW_ENABLED'] = 'On hover'; L['OPTIONS_HOVER_GLOW_ENABLED_TOOLTIP'] = 'Show glow on mouse over nameplates'; L['OPTIONS_TARGET_HIGHLIGHT'] = 'Highlight'; L['OPTIONS_TARGET_HIGHLIGHT_TOOLTIP'] = 'Turn on the highlight when selecting a target'; L['OPTIONS_EXECUTION_ENABLED'] = 'Enable'; L['OPTIONS_EXECUTION_ENABLED_TOOLTIP'] = 'Enable execution indication'; L['OPTIONS_EXECUTION_COLOR_TOOLTIP'] = 'Color of the health bar when the specified percentage of the health is reached'; L['OPTIONS_EXECUTION_LOW_TEXT'] = 'If less than or equal to'; L['OPTIONS_EXECUTION_LOW_PERCENT_TOOLTIP'] = 'Percentage of lower health threshold'; L['OPTIONS_EXECUTION_HIGH_ENABLED'] = 'Enable higher threshold'; L['OPTIONS_EXECUTION_HIGH_ENABLED_TOOLTIP'] = 'Enable higher health threshold'; L['OPTIONS_EXECUTION_HIGH_TEXT'] = 'If more than or equal to'; L['OPTIONS_EXECUTION_HIGH_PERCENT_TOOLTIP'] = 'Percentage of higher health threshold'; L['OPTIONS_EXECUTION_GLOW'] = 'Pixel glow'; L['OPTIONS_EXECUTION_GLOW_TOOLTIP'] = 'Show pixel glow around health bar'; L['OPTIONS_CAST_BAR_TAB_COMMON'] = 'General'; L['OPTIONS_CAST_BAR_TAB_TIMER'] = 'Timer'; L['OPTIONS_CAST_BAR_TAB_CUSTOMCASTS'] = 'Custom casts'; L['OPTIONS_CAST_BAR_TEXTURE_VALUE_TOOLTIP'] = 'Cast bar texture'; L['OPTIONS_CAST_BAR_TEXT_OFFSET_Y'] = 'Vert. offset of name'; L['OPTIONS_CAST_BAR_TEXT_OFFSET_Y_TOOLTIP'] = 'Vertical offset of cast name'; L['OPTIONS_CAST_BAR_TEXT_FONT_VALUE'] = 'Spell name font'; L['OPTIONS_CAST_BAR_TEXT_FONT_SIZE'] = 'Spell name font size'; L['OPTIONS_CAST_BAR_TEXT_FONT_FLAG'] = 'Spell name font outline'; L['OPTIONS_CAST_BAR_TEXT_FONT_SHADOW'] = 'Spell name font shadow'; L['OPTIONS_CAST_BAR_HEIGHT'] = 'Height'; L['OPTIONS_CAST_BAR_HEIGHT_TOOLTIP'] = 'Height of the cast bar'; L['OPTIONS_CAST_BAR_BORDER_ENABLED'] = 'Border'; L['OPTIONS_CAST_BAR_BORDER_ENABLED_TOOLTIP'] = 'Show the border around the cast bar'; L['OPTIONS_CAST_BAR_BORDER_COLOR_TOOLTIP'] = 'Border color of the cast bar'; L['OPTIONS_CAST_BAR_BORDER_SIZE_TOOLTIP'] = 'Thickness of the cast bar border'; L['OPTIONS_CAST_BAR_ON_HP_BAR'] = 'On health bar'; L['OPTIONS_CAST_BAR_ON_HP_BAR_TOOLTIP'] = 'Show cast bar on health bar'; L['OPTIONS_CAST_BAR_ICON_LARGE'] = 'Icon: large'; L['OPTIONS_CAST_BAR_ICON_LARGE_TOOLTIP'] = 'Show a large spell icon |n|n|cffffb833doesn\'t work if ยซOn health barยป is turned on|r'; L['OPTIONS_CAST_BAR_ICON_RIGHT_SIDE'] = 'Icon: right side'; L['OPTIONS_CAST_BAR_ICON_RIGHT_SIDE_TOOLTIP'] = 'Show spell icon on the right side'; L['OPTIONS_CAST_BAR_TIMER_ENABLED_TOOLTIP'] = 'Show a timer next to the cast bar'; L['OPTIONS_CAST_BAR_TIMER_FORMAT_TOOLTIP'] = 'Cast bar timer format'; L['OPTIONS_CAST_BAR_TIMER_ONLY_REMAINING_TIME'] = 'Only the remaining time'; L['OPTIONS_CAST_BAR_TIMER_ONLY_REMAINING_TIME_TOOLTIP'] = 'Show only the remaining time of the cast bar timer'; L['OPTIONS_CAST_BAR_TIMER_XSIDE_TOOLTIP'] = 'Cast bar timer placement'; L['OPTIONS_CAST_BAR_TIMER_ANCHOR_TOOLTIP'] = 'Cast bar timer position'; L['OPTIONS_CAST_BAR_TIMER_OFFSET_X_TOOLTIP'] = 'Horizontal offset of cast bar timer'; L['OPTIONS_CAST_BAR_TIMER_OFFSET_Y_TOOLTIP'] = 'Vertical offset of cast bar timer'; L['OPTIONS_CAST_BAR_TIMER_FONT_VALUE_TOOLTIP'] = 'Cast bar timer font'; L['OPTIONS_CAST_BAR_TIMER_FONT_SIZE_TOOLTIP'] = 'Cast bar timer font size'; L['OPTIONS_CAST_BAR_TIMER_FONT_FLAG_TOOLTIP'] = 'Cast bar timer font outline'; L['OPTIONS_CAST_BAR_TIMER_FONT_SHADOW_TOOLTIP'] = 'Cast bar timer font shadow'; L['OPTIONS_WHO_INTERRUPTED_ENABLED'] = 'Who interrupted'; L['OPTIONS_WHO_INTERRUPTED_ENABLED_TOOLTIP'] = 'Show the name of the player who interrupted a spell'; L['OPTIONS_CAST_BAR_START_CAST_COLOR'] = 'Normal'; L['OPTIONS_CAST_BAR_START_CAST_COLOR_TOOLTIP'] = 'Cast bar color for normal spells'; L['OPTIONS_CAST_BAR_START_CHANNEL_COLOR'] = 'Channel'; L['OPTIONS_CAST_BAR_START_CHANNEL_COLOR_TOOLTIP'] = 'Cast bar color for channel spells'; L['OPTIONS_CAST_BAR_NON_INTERRUPTIBLE_COLOR'] = 'Non interruptible'; L['OPTIONS_CAST_BAR_NON_INTERRUPTIBLE_COLOR_TOOLTIP'] = 'Cast bar color for non interruptible spells'; L['OPTIONS_CAST_BAR_FAILED_CAST_COLOR'] = 'Failed'; L['OPTIONS_CAST_BAR_FAILED_CAST_COLOR_TOOLTIP'] = 'Cast bar color for failed spells casts'; L['OPTIONS_CAST_BAR_RESET_COLORS'] = 'Reset colors'; L['OPTIONS_CAST_BAR_RESET_COLORS_TOOLTIP'] = 'Reset cast bar colors to default values'; L['OPTIONS_CAST_BAR_SHOW_TRADE_SKILLS'] = 'Trade skills casts'; L['OPTIONS_CAST_BAR_SHOW_TRADE_SKILLS_TOOLTIP'] = 'Show the cast bar when creating items'; L['OPTIONS_CAST_BAR_SHOW_SHIELD'] = 'Shield'; L['OPTIONS_CAST_BAR_SHOW_SHIELD_TOOLTIP'] = 'Show shield icon for non interruptible spells'; L['OPTIONS_CAST_BAR_SHOW_ICON_NOTINTERRUPTIBLE'] = 'Icon for non interruptible spells'; L['OPTIONS_CAST_BAR_SHOW_ICON_NOTINTERRUPTIBLE_TOOLTIP'] = 'Show the spell icon for non interruptible spells'; L['OPTIONS_CAST_BAR_USE_INTERRUPT_READY_COLOR_TOOLTIP'] = 'Use ยซReady to interruptยป cast bar color'; L['OPTIONS_CAST_BAR_SHOW_INTERRUPT_READY_TICK'] = 'Tick'; L['OPTIONS_CAST_BAR_SHOW_INTERRUPT_READY_TICK_TOOLTIP'] = 'Show tick, which displays your ability to interrupt the spell'; L['OPTIONS_CAST_BAR_INTERRUPT_READY_TICK_COLOR_TOOLTIP'] = 'Color of the tick'; L['OPTIONS_CAST_BAR_INTERRUPT_READY_IN_TIME_COLOR'] = 'Will be ready to interrupt'; L['OPTIONS_CAST_BAR_INTERRUPT_READY_IN_TIME_COLOR_TOOLTIP'] = 'The cast bar will change to the color of your choice if your interrupt ability is ready by the end of the cast'; L['OPTIONS_CAST_BAR_USE_INTERRUPT_READY_IN_TIME_COLOR_TOOLTIP'] = 'Use ยซWill be ready to interruptยป cast bar color'; L['OPTIONS_CAST_BAR_INTERRUPT_NOT_READY_COLOR'] = 'Not ready to interrupt'; L['OPTIONS_CAST_BAR_INTERRUPT_NOT_READY_COLOR_TOOLTIP'] = 'The cast bar will change to the color of your choice if your interrupt ability is NOT ready and will NOT be ready by the end of the cast'; L['OPTIONS_CAST_BAR_USE_INTERRUPT_NOT_READY_COLOR_TOOLTIP'] = 'Use ยซNot ready to interruptยป cast bar color'; L['OPTIONS_CAST_BAR_CUSTOM_CASTS_ENABLED'] = 'Enable'; L['OPTIONS_CAST_BAR_CUSTOM_CASTS_ENABLED_TOOLTIP'] = 'Enable custom effects for specified spells'; L['OPTIONS_CAST_BAR_CUSTOM_CASTS_EDITBOX_ENTER_ID'] = 'Enter the name or ID of the spell'; L['OPTIONS_SIZES_TAB_ENEMY'] = 'Enemy'; L['OPTIONS_SIZES_TAB_FRIENDLY'] = 'Friendly'; L['OPTIONS_SIZES_TAB_SELF'] = 'Self'; L['OPTIONS_SIZES_TAB_OTHER'] = 'Other'; L['OPTIONS_SIZES_SHOW_CLICKABLE_AREA'] = 'Show clickable area'; L['OPTIONS_SIZES_OPEN_WORLD_HEADER'] = 'Open world'; L['OPTIONS_SIZES_INSTANCES_HEADER'] = 'Instances'; L['OPTIONS_SIZES_ENEMY_CLICKABLE_WIDTH'] = 'Width'; L['OPTIONS_SIZES_ENEMY_CLICKABLE_WIDTH_TOOLTIP'] = 'Width of health bar and clickable area for enemy units'; L['OPTIONS_SIZES_ENEMY_CLICKABLE_HEIGHT'] = 'Height of click-area'; L['OPTIONS_SIZES_ENEMY_CLICKABLE_HEIGHT_TOOLTIP'] = 'Height of click-area for enemy units'; L['OPTIONS_SIZES_ENEMY_HEIGHT'] = 'Height'; L['OPTIONS_SIZES_ENEMY_HEIGHT_TOOLTIP'] = 'Height of the health bar for enemy normal+ units'; L['OPTIONS_SIZES_ENEMY_MINUS_HEIGHT'] = 'Height (minus)'; L['OPTIONS_SIZES_ENEMY_MINUS_HEIGHT_TOOLTIP'] = 'Height of the health bar for enemy minor units'; L['OPTIONS_SIZES_ENEMY_CLICK_THROUGH'] = 'Disable mouse clicks'; L['OPTIONS_SIZES_ENEMY_CLICK_THROUGH_TOOLTIP'] = 'Disable the ability to click on enemy nameplates'; L['OPTIONS_SIZES_FRIENDLY_CLICKABLE_WIDTH'] = 'Width'; L['OPTIONS_SIZES_FRIENDLY_CLICKABLE_WIDTH_TOOLTIP'] = 'Width of health bar and clickable area for friendly units'; L['OPTIONS_SIZES_FRIENDLY_CLICKABLE_HEIGHT'] = 'Height of click-area'; L['OPTIONS_SIZES_FRIENDLY_CLICKABLE_HEIGHT_TOOLTIP'] = 'Height of click-area for friendly units'; L['OPTIONS_SIZES_FRIENDLY_HEIGHT'] = 'Height'; L['OPTIONS_SIZES_FRIENDLY_HEIGHT_TOOLTIP'] = 'Height of the health bar for friendly units'; L['OPTIONS_SIZES_FRIENDLY_INSTANCE_CLICKABLE_WIDTH'] = 'Width'; L['OPTIONS_SIZES_FRIENDLY_INSTANCE_CLICKABLE_WIDTH_TOOLTIP'] = 'Width of health bar and clickable area for friendly units in instances'; L['OPTIONS_SIZES_FRIENDLY_INSTANCE_CLICKABLE_HEIGHT'] = 'Height of click-area'; L['OPTIONS_SIZES_FRIENDLY_INSTANCE_CLICKABLE_HEIGHT_TOOLTIP'] = 'Height of click-area for friendly units in instances'; L['OPTIONS_SIZES_FRIENDLY_CLICK_THROUGH'] = 'Disable mouse clicks'; L['OPTIONS_SIZES_FRIENDLY_CLICK_THROUGH_TOOLTIP'] = 'Disable the ability to click on friendly nameplates'; L['OPTIONS_SIZES_SELF_WIDTH'] = 'Width'; L['OPTIONS_SIZES_SELF_WIDTH_TOOLTIP'] = 'Width of the personal nameplate'; L['OPTIONS_SIZES_SELF_HEIGHT'] = 'Height'; L['OPTIONS_SIZES_SELF_HEIGHT_TOOLTIP'] = 'Height of the health bar and resource bar of the personal nameplate'; L['OPTIONS_SIZES_SELF_CLICK_THROUGH'] = 'Disable mouse clicks'; L['OPTIONS_SIZES_SELF_CLICK_THROUGH_TOOLTIP'] = 'Disable the ability to click on a personal nameplate'; L['OPTIONS_SIZES_SCALE_LARGE'] = 'Scale (large)'; L['OPTIONS_SIZES_SCALE_LARGE_TOOLTIP'] = 'Scale of the nameplate for important units'; L['OPTIONS_SIZES_SCALE_GLOBAL'] = 'Scale (other)'; L['OPTIONS_SIZES_SCALE_GLOBAL_TOOLTIP'] = 'Scale of the nameplate for other units'; L['OPTIONS_SIZES_SCALE_SELECTED'] = 'Scale (target)'; L['OPTIONS_SIZES_SCALE_SELECTED_TOOLTIP'] = 'Scale of the nameplate for selected unit'; L['OPTIONS_SIZES_SCALE_SELF'] = 'Scale (self)'; L['OPTIONS_SIZES_SCALE_SELF_TOOLTIP'] = 'Scale of the personal nameplate'; L['OPTIONS_SIZES_OVERLAP_H'] = 'Hor. overlap'; L['OPTIONS_SIZES_OVERLAP_H_TOOLTIP'] = 'Horizontal overlap'; L['OPTIONS_SIZES_OVERLAP_V'] = 'Vert. overlap'; L['OPTIONS_SIZES_OVERLAP_V_TOOLTIP'] = 'Vertical overlap'; L['OPTIONS_SIZES_LARGE_TOP_INSET'] = 'Top inset (Large)'; L['OPTIONS_SIZES_LARGE_TOP_INSET_TOOLTIP'] = 'The inset from top (in screen percent) that large nameplates are clamped to'; L['OPTIONS_SIZES_LARGE_BOTTOM_INSET'] = 'Bottom inset (Large)'; L['OPTIONS_SIZES_LARGE_BOTTOM_INSET_TOOLTIP'] = 'The inset from bottom (in screen percent) that large nameplates are clamped to'; L['OPTIONS_SIZES_OTHER_TOP_INSET'] = 'Top inset (other)'; L['OPTIONS_SIZES_OTHER_TOP_INSET_TOOLTIP'] = 'The inset from top (in screen percent) that the non-self nameplates are clamped to'; L['OPTIONS_SIZES_OTHER_BOTTOM_INSET'] = 'Bottom inset (other)'; L['OPTIONS_SIZES_OTHER_BOTTOM_INSET_TOOLTIP'] = 'The inset from bottom (in screen percent) that the non-self nameplates are clamped to'; L['OPTIONS_SIZES_SELF_TOP_INSET'] = 'Top inset (self)'; L['OPTIONS_SIZES_SELF_TOP_INSET_TOOLTIP'] = 'The inset from top (in screen percent) that the personal nameplate is clamped to'; L['OPTIONS_SIZES_SELF_BOTTOM_INSET'] = 'Bottom inset (self)'; L['OPTIONS_SIZES_SELF_BOTTOM_INSET_TOOLTIP'] = 'The inset from bottom (in screen percent) that the personal nameplate is clamped to'; L['OPTIONS_VISIBILITY_TAB_COMMON'] = 'General'; L['OPTIONS_VISIBILITY_TAB_ENEMY'] = 'Enemy'; L['OPTIONS_VISIBILITY_TAB_FRIENDLY'] = 'Friendly'; L['OPTIONS_VISIBILITY_TAB_SELF'] = 'Self'; L['OPTIONS_VISIBILITY_MOTION'] = 'Arrangement'; L['OPTIONS_VISIBILITY_MOTION_TOOLTIP'] = 'Arrangement of nameplates'; L['OPTIONS_VISIBILITY_MOTION_SPEED_TOOLTIP'] = 'The speed of placing namplates on their positions|n|n|cffff6666It is not recommended to set a high value!|r'; L['OPTIONS_VISIBILITY_SHOW_ALWAYS_OPENWORLD'] = 'Always in open world'; L['OPTIONS_VISIBILITY_SHOW_ALWAYS_OPENWORLD_TOOLTIP'] = 'Enable permanent display of nameplates in open world'; L['OPTIONS_VISIBILITY_SHOW_ALWAYS_INSTANCE'] = 'Always in instances'; L['OPTIONS_VISIBILITY_SHOW_ALWAYS_INSTANCE_TOOLTIP'] = 'Enable permanent display of nameplates in dungeons / raids'; L['OPTIONS_VISIBILITY_MAX_DISTANCE_OPENWORLD'] = 'Open world'; L['OPTIONS_VISIBILITY_MAX_DISTANCE_OPENWORLD_TOOLTIP'] = 'Nameplates distance in open world|n|n|cffffb833Locked by ยซBlizzardยป|r'; L['OPTIONS_VISIBILITY_MAX_DISTANCE_INSTANCE'] = 'Dungeons / Raids'; L['OPTIONS_VISIBILITY_MAX_DISTANCE_INSTANCE_TOOLTIP'] = 'Nameplates distance in dungeons / raids|n|n|cffffb833Locked by ยซBlizzardยป|r'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY'] = 'Show'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY_TOOLTIP'] = 'Show friendly nameplates|n|nIf permanent visibility is disabled in the open world, friendly nameplates will only be shown when these units are in combat or they will not have enough health'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY_ONLY_IN_COMBAT'] = 'Only in combat'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY_ONLY_IN_COMBAT_TOOLTIP'] = 'Show friendly nameplates only in combat'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY_MINIONS'] = 'Minions'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY_MINIONS_TOOLTIP'] = 'Show friendly minions'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY_GUARDIANS'] = 'Guardians'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY_GUARDIANS_TOOLTIP'] = 'Show friendly guardians'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY_NPCS'] = 'NPC'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY_NPCS_TOOLTIP'] = 'Show friendly NPCs'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY_PETS'] = 'Pets'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY_PETS_TOOLTIP'] = 'Show friendly pets'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY_TOTEMS'] = 'Totems'; L['OPTIONS_VISIBILITY_SHOW_FRIENDLY_TOTEMS_TOOLTIP'] = 'Show friendly totems'; L['OPTIONS_VISIBILITY_SHOW_PERSONAL'] = 'Show'; L['OPTIONS_VISIBILITY_SHOW_PERSONAL_TOOLTIP'] = 'Show personal nameplate'; L['OPTIONS_VISIBILITY_SHOW_PERSONAL_ALWAYS'] = 'Always'; L['OPTIONS_VISIBILITY_SHOW_PERSONAL_ALWAYS_TOOLTIP'] = 'Always show personal nameplate'; L['OPTIONS_VISIBILITY_SHOW_PERSONAL_RESOURCE_ONTARGET'] = 'Show resources on target'; L['OPTIONS_VISIBILITY_SHOW_PERSONAL_RESOURCE_ONTARGET_TOOLTIP'] = 'Show own special resources on current target (combo points, runes etc.)'; L['OPTIONS_VISIBILITY_HIDE_NON_CAST_ENABLED'] = 'Hide non-casting'; L['OPTIONS_VISIBILITY_HIDE_NON_CAST_ENABLED_TOOLTIP'] = 'Hide non-casting nameplates when the selected key is pressed'; L['OPTIONS_VISIBILITY_HIDE_NON_CAST_MODIFIER_TOOLTIP'] = 'Key for hiding'; L['OPTIONS_VISIBILITY_HIDE_NON_CAST_SHOW_UNINTERRUPTIBLE'] = 'Show uninterruptible casts' L['OPTIONS_VISIBILITY_HIDE_NON_CAST_SHOW_UNINTERRUPTIBLE_TOOLTIP'] = 'Leave visible nameplates casting uninterruptible spells'; L['OPTIONS_HEADER_NAME_ONLY'] = 'ยซName Onlyยป mode'; L['OPTIONS_VISIBILITY_NAME_ONLY_ENABLED'] = 'Enable'; L['OPTIONS_VISIBILITY_NAME_ONLY_ENABLED_TOOLTIP'] = 'Enable ยซName Onlyยป mode for friendly nameplates|n|nIn this mode, the health bars and spells of friendly nameplates are hidden|n|n|cffff6666After enabling, for the full operation of this feature, you need to reload the interface!|r'; L['OPTIONS_VISIBILITY_NAME_ONLY_COLOR_NAME_BY_HEALTH'] = 'Health progress in the name'; L['OPTIONS_VISIBILITY_NAME_ONLY_COLOR_NAME_BY_HEALTH_TOOLTIP'] = 'Fill in the name with gray color in relation to the lost amount of health|n|n|cffff6666Only in open world|r'; L['OPTIONS_VISIBILITY_NAME_ONLY_COLOR_NAME_BY_CLASS'] = 'Name by class color'; L['OPTIONS_VISIBILITY_NAME_ONLY_COLOR_NAME_BY_CLASS_TOOLTIP'] = 'Color the name by the color of the class in the ยซName Onlyยป mode|n|n|cffff6666Only in open world|r'; L['OPTIONS_VISIBILITY_NAME_ONLY_GUILD_NAME'] = 'Guild name / title'; L['OPTIONS_VISIBILITY_NAME_ONLY_GUILD_NAME_TOOLTIP'] = 'Show the guild name or NPC title under the name in the ยซName Onlyยป mode|n|n|cffff6666Only in open world|r'; L['OPTIONS_VISIBILITY_NAME_ONLY_GUILD_NAME_COLOR_TOOLTIP'] = 'Guild name or NPC title color in the ยซName Onlyยป mode'; L['OPTIONS_VISIBILITY_NAME_ONLY_GUILD_NAME_SAME_COLOR_TOOLTIP'] = 'Guild name color if you are a member of the same guild'; L['OPTIONS_VISIBILITY_NAME_ONLY_Y_OFFSET'] = 'Vertical offset'; L['OPTIONS_VISIBILITY_NAME_ONLY_Y_OFFSET_TOOLTIP'] = 'Vertical offset of the name in the ยซName Onlyยป mode|n|n|cffff6666Only in open world|r'; L['OPTIONS_VISIBILITY_NAME_ONLY_PLAYERS_ONLY'] = 'Players only'; L['OPTIONS_VISIBILITY_NAME_ONLY_PLAYERS_ONLY_TOOLTIP'] = 'Show only players in the ยซName Onlyยป mode|n|n|cffff6666Only in open world|r'; L['OPTIONS_VISIBILITY_NAME_ONLY_OVERLAPPING'] = 'Overlapping'; L['OPTIONS_VISIBILITY_NAME_ONLY_OVERLAPPING_TOOLTIP'] = 'Overlap friendly nameplates in the ยซName Onlyยป mode'; L['OPTIONS_VISIBILITY_NAME_ONLY_FRIENDLY_MODE_TOOLTIP'] = 'Select where the ยซName Onlyยป mode will work'; L['OPTIONS_NAME_ONLY_FRIENDLY_MODE_ANYWHERE'] = 'Anywhere'; L['OPTIONS_NAME_ONLY_FRIENDLY_MODE_ONLY_OPEN_WORLD'] = 'Only in the open world'; L['OPTIONS_VISIBILITY_SHOW_ENEMY'] = 'Show'; L['OPTIONS_VISIBILITY_SHOW_ENEMY_TOOLTIP'] = 'Show enemy nameplates'; L['OPTIONS_VISIBILITY_SHOW_ENEMY_ONLY_IN_COMBAT'] = 'Only in combat'; L['OPTIONS_VISIBILITY_SHOW_ENEMY_ONLY_IN_COMBAT_TOOLTIP'] = 'Show enemy nameplates only in combat'; L['OPTIONS_VISIBILITY_SHOW_ENEMY_MINIONS'] = 'Minions'; L['OPTIONS_VISIBILITY_SHOW_ENEMY_MINIONS_TOOLTIP'] = 'Show enemy minions'; L['OPTIONS_VISIBILITY_SHOW_ENEMY_GUARDIANS'] = 'Guardians'; L['OPTIONS_VISIBILITY_SHOW_ENEMY_GUARDIANS_TOOLTIP'] = 'Show enemy guardians'; L['OPTIONS_VISIBILITY_SHOW_ENEMY_MINUS'] = 'Minus'; L['OPTIONS_VISIBILITY_SHOW_ENEMY_MINUS_TOOLTIP'] = 'Show enemy minor creatures'; L['OPTIONS_VISIBILITY_SHOW_ENEMY_PETS'] = 'Pets'; L['OPTIONS_VISIBILITY_SHOW_ENEMY_PETS_TOOLTIP'] = 'Show enemy pets'; L['OPTIONS_VISIBILITY_SHOW_ENEMY_TOTEMS'] = 'Totems'; L['OPTIONS_VISIBILITY_SHOW_ENEMY_TOTEMS_TOOLTIP'] = 'Show enemy totems'; L['OPTIONS_HEADER_RAID_TARGET_ICON'] = 'Target marker icon'; L['OPTIONS_RAID_TARGET_ICON_SHOW'] = 'Show'; L['OPTIONS_RAID_TARGET_ICON_SHOW_TOOLTIP'] = 'Show target marker icon'; L['OPTIONS_RAID_TARGET_ICON_SCALE_TOOLTIP'] = 'Scale of the target marker icon'; L['OPTIONS_RAID_TARGET_ICON_POSITION_TOOLTIP'] = 'Position of the target marker icon'; L['OPTIONS_RAID_TARGET_ICON_POSITION_OFFSET_X_TOOLTIP'] = 'Horizontal offset of the target marker icon'; L['OPTIONS_RAID_TARGET_ICON_POSITION_OFFSET_Y_TOOLTIP'] = 'Vertical offset of the target marker icon'; L['OPTIONS_RAID_TARGET_ICON_FRAME_STRATA_TOOLTIP'] = 'Strata of the target marker icon'; L['OPTIONS_RAID_TARGET_HPBAR_COLORING'] = 'Coloring the health bar'; L['OPTIONS_RAID_TARGET_HPBAR_COLORING_TOOLTIP'] = 'Color the health bar depending on the current target marker'; L['OPTIONS_VISIBILITY_ALPHA_HEADER'] = 'Alpha'; L['OPTIONS_VISIBILITY_SELECTED_ALPHA'] = 'Selected'; L['OPTIONS_VISIBILITY_SELECTED_ALPHA_TOOLTIP'] = 'Alpha of selected nameplate'; L['OPTIONS_VISIBILITY_MAX_ALPHA'] = 'Max'; L['OPTIONS_VISIBILITY_MAX_ALPHA_TOOLTIP'] = 'Maximum alpha value of nameplates'; L['OPTIONS_VISIBILITY_MIN_ALPHA'] = 'Min'; L['OPTIONS_VISIBILITY_MIN_ALPHA_TOOLTIP'] = 'Minimum alpha value of nameplates'; L['OPTIONS_VISIBILITY_MAX_ALPHA_DISTANCE'] = 'Distance (max alpha)'; L['OPTIONS_VISIBILITY_MAX_ALPHA_DISTANCE_TOOLTIP'] = 'The distance from the camera that nameplates will reach their maximum alpha'; L['OPTIONS_VISIBILITY_MIN_ALPHA_DISTANCE'] = 'Distance (min alpha)'; L['OPTIONS_VISIBILITY_MIN_ALPHA_DISTANCE_TOOLTIP'] = 'The distance from the max distance that nameplates will reach their minimum alpha'; L['OPTIONS_VISIBILITY_OCCLUDED_ALPHA_MULT'] = 'Occluded'; L['OPTIONS_VISIBILITY_OCCLUDED_ALPHA_MULT_TOOLTIP'] = 'Alpha multiplier value for occluded nameplates (e.g., behind an object)'; L['OPTIONS_CLASSIFICATION_INDICATOR_ENABLED'] = 'Classification indicator'; L['OPTIONS_CLASSIFICATION_INDICATOR_ENABLED_TOOLTIP'] = 'Show classification indicator (gold or silver dragon)'; L['OPTIONS_HEADER_PERCENTAGE'] = 'Percentage'; L['OPTIONS_MYTHIC_PLUS_PERCENTAGE_ENABLED'] = 'Enable'; L['OPTIONS_MYTHIC_PLUS_PERCENTAGE_ENABLED_TOOLTIP'] = 'Enable display of percentages for creature under the health bar'; L['OPTIONS_MYTHIC_PLUS_PERCENTAGE_USE_MODE_TOOLTIP'] = 'Database for displaying percentages'; L['OPTIONS_MYTHIC_PLUS_PERCENTAGE_USE_MODE_EMBEDDED'] = 'Stripes DB'; L['OPTIONS_MYTHIC_PLUS_PERCENTAGE_USE_MODE_MDT'] = 'Mythic Dungeon Tools DB'; L['OPTIONS_MYTHIC_PLUS_PERCENTAGE_FONT_VALUE'] = 'Percentage font value'; L['OPTIONS_MYTHIC_PLUS_PERCENTAGE_FONT_SIZE'] = 'Percentage font size'; L['OPTIONS_MYTHIC_PLUS_PERCENTAGE_FONT_FLAG'] = 'Percentage font outline'; L['OPTIONS_MYTHIC_PLUS_PERCENTAGE_FONT_SHADOW'] = 'Percentage font shadow'; L['OPTIONS_HEADER_EXPLOSIVE_ORBS'] = 'Explosive orbs'; L['OPTIONS_EXPLOSIVE_ORBS_CROSSHAIR'] = 'Crosshair'; L['OPTIONS_EXPLOSIVE_ORBS_CROSSHAIR_TOOLTIP'] = 'Show crosshair on explosive orbs'; L['OPTIONS_EXPLOSIVE_ORBS_COUNTER'] = 'Counter'; L['OPTIONS_EXPLOSIVE_ORBS_COUNTER_TOOLTIP'] = 'Show quantity of active explosive orbs'; L['OPTIONS_SPITEFUL_ICON'] = 'ยซThe Spiteful Shadeยป icon'; L['OPTIONS_SPITEFUL_ICON_TOOLTIP'] = 'Show icon above ยซThe Spiteful Shadeยป nameplate'; L['OPTIONS_SPITEFUL_GLOW'] = 'Glow'; L['OPTIONS_SPITEFUL_GLOW_TOOLTIP'] = 'Glow ยซThe Spiteful Shadeยป icon'; L['OPTIONS_SPITEFUL_GLOW_COLOR_TOOLTIP'] = 'Color of the glow of ยซThe Spiteful Shadeยป icon'; L['OPTIONS_SPITEFUL_SHOW_ONLY_ON_ME'] = 'If on me'; L['OPTIONS_SPITEFUL_SHOW_ONLY_ON_ME_TOOLTIP'] = 'Only show ยซThe Spiteful Shadeยป icon if I am the target'; L['OPTIONS_MYTHIC_PLUS_AUTO_SLOT_KEYSTONE'] = 'Auto-keystone'; L['OPTIONS_MYTHIC_PLUS_AUTO_SLOT_KEYSTONE_TOOLTIP'] = 'Insert keystones automatically'; L['OPTIONS_MYTHIC_PLUS_QUESTUNWATCH_ENABLED'] = 'Auto-unwatch quests'; L['OPTIONS_MYTHIC_PLUS_QUESTUNWATCH_ENABLED_TOOLTIP'] = 'Automatically cancels quest tracking during mythic+ dungeons.|n|nAfter completing a dungeon, quests will automatically be tracked again'; L['OPTIONS_USEFUL_TAB_COMMON'] = 'Common'; L['OPTIONS_USEFUL_TAB_COMBAT_INDICATOR'] = 'Combat indicator'; L['OPTIONS_USEFUL_TAB_SPELL_INTERRUPTED'] = 'Interrupted icon'; L['OPTIONS_USEFUL_TAB_HEALERS_MARKS'] = 'Marks on healers'; L['OPTIONS_QUEST_INDICATOR_ENABLED'] = 'Quest indicator'; L['OPTIONS_QUEST_INDICATOR_ENABLED_TOOLTIP'] = 'ะ•nable the quest indicator showing how much is left to kill mobs, collect loot etc.'; L['OPTIONS_QUEST_INDICATOR_POSITION_TOOLTIP'] = 'Position of the quest indicator'; L['OPTIONS_STEALTH_DETECT_ENABLED'] = 'Stealth detection'; L['OPTIONS_STEALTH_DETECT_ENABLED_TOOLTIP'] = 'Enable the stealth detection icon on mobs that can detect you in the stealth state'; L['OPTIONS_STEALTH_DETECT_ALWAYS'] = 'Always'; L['OPTIONS_STEALTH_DETECT_ALWAYS_TOOLTIP'] = 'Always show the stealth detection icon, not just when you are in the appropriate state'; L['OPTIONS_STEALTH_DETECT_NOT_IN_COMBAT'] = 'Not in combat'; L['OPTIONS_STEALTH_DETECT_NOT_IN_COMBAT_TOOLTIP'] = 'Do not show the stealth detection icon in combat'; L['OPTIONS_TOTEM_ICON_ENABLED'] = 'Totem icon'; L['OPTIONS_TOTEM_ICON_ENABLED_TOOLTIP'] = 'Show totem icon over the corresponding nameplate'; L['OPTIONS_TALKING_HEAD_SUPPRESS'] = 'Disable ยซtalking headยป'; L['OPTIONS_TALKING_HEAD_SUPPRESS_TOOLTIP'] = 'Disable pop-up ยซtalking headยป in dungeons / raids'; L['OPTIONS_TALKING_HEAD_SUPPRESS_ALWAYS'] = 'Always'; L['OPTIONS_TALKING_HEAD_SUPPRESS_ALWAYS_TOOLTIP'] = 'Turn off the ยซtalking headยป completely'; L['OPTIONS_SPELL_INTERRUPTED_ICON_FRAME_STRATA_TOOLTIP'] = 'Strata for spell interrupt icon'; L['OPTIONS_SPELL_INTERRUPTED_ICON'] = 'Enable'; L['OPTIONS_SPELL_INTERRUPTED_ICON_TOOLTIP'] = 'Show the spell interrupt icon with a timer when the enemy\'s spell was interrupted'; L['OPTIONS_SPELL_INTERRUPTED_ICON_COUNTDOWN_TEXT'] = 'Countdown'; L['OPTIONS_SPELL_INTERRUPTED_ICON_COUNTDOWN_FONT_VALUE'] = 'Countdown font of spell interrupt icon'; L['OPTIONS_SPELL_INTERRUPTED_ICON_COUNTDOWN_FONT_SIZE'] = 'Countdown font size of spell interrupt icon'; L['OPTIONS_SPELL_INTERRUPTED_ICON_COUNTDOWN_FONT_FLAG'] = 'Countdown font outline of spell interrupt icon'; L['OPTIONS_SPELL_INTERRUPTED_ICON_COUNTDOWN_FONT_SHADOW'] = 'Countdown font shadow of spell interrupt icon'; L['OPTIONS_SPELL_INTERRUPTED_ICON_CASTER_NAME_SHOW'] = 'Show player name'; L['OPTIONS_SPELL_INTERRUPTED_ICON_CASTER_NAME_SHOW_TOOLTIP'] = 'Show the name of the player who interrupted the spell above interrupt icon'; L['OPTIONS_SPELL_INTERRUPTED_ICON_CASTER_NAME_FONT_VALUE'] = 'Player name font on spell interrupt icon'; L['OPTIONS_SPELL_INTERRUPTED_ICON_CASTER_NAME_FONT_SIZE'] = 'Player name font size on spell interrupt icon'; L['OPTIONS_SPELL_INTERRUPTED_ICON_CASTER_NAME_FONT_FLAG'] = 'Player name font outline on spell interrupt icon'; L['OPTIONS_SPELL_INTERRUPTED_ICON_CASTER_NAME_FONT_SHADOW'] = 'Player name font shadow on spell interrupt icon'; L['OPTIONS_PVP_HEALERS_ENABLED'] = 'PvP'; L['OPTIONS_PVP_HEALERS_ENABLED_TOOLTIP'] = 'Show marks on enemy healers in PvP (arena, battlefield)'; L['OPTIONS_PVP_HEALERS_SCALE_TOOLTIP'] = 'Set scale of the marks in PvP'; L['OPTIONS_PVP_HEALERS_SOUND'] = 'Sound'; L['OPTIONS_PVP_HEALERS_SOUND_TOOLTIP'] = 'Play sound when hovering a healer in PvP'; L['OPTIONS_PVE_HEALERS_ENABLED'] = 'PvE'; L['OPTIONS_PVE_HEALERS_ENABLED_TOOLTIP'] = 'Show marks on enemy healers in PvE (dungeon, raid)'; L['OPTIONS_PVE_HEALERS_SCALE_TOOLTIP'] = 'Set scale of the marks in PvE'; L['OPTIONS_PVE_HEALERS_SOUND'] = 'Sound'; L['OPTIONS_PVE_HEALERS_SOUND_TOOLTIP'] = 'Play sound when hovering a healer in PvE'; L['OPTIONS_COMBAT_INDICATOR_ENABLED'] = 'Enable'; L['OPTIONS_COMBAT_INDICATOR_ENABLED_TOOLTIP'] = 'Show the icon depending on whether the visible nameplate is in combat'; L['OPTIONS_COMBAT_INDICATOR_COLOR_TOOLTIP'] = 'Color of combat indicator icon'; L['OPTIONS_COMBAT_INDICATOR_OFFSET_X_TOOLTIP'] = 'Horizontal offset of combat indicator icon'; L['OPTIONS_COMBAT_INDICATOR_OFFSET_Y_TOOLTIP'] = 'Vertical offset of combat indicator icon'; L['OPTIONS_COMBAT_INDICATOR_SIZE_TOOLTIP'] = 'Size of combat indicator icon'; L['OPTIONS_COMBAT_INDICATOR_POINT_TOOLTIP'] = 'Point of attachment of combat indicator icon'; L['OPTIONS_COMBAT_INDICATOR_RELATIVE_POINT_TOOLTIP'] = 'To which point of the health bar attach the combat indicator icon'; L['OPTIONS_AURAS_TAB_COMMON'] = 'General'; L['OPTIONS_AURAS_TAB_SPELLSTEAL'] = 'Dispellable'; L['OPTIONS_AURAS_TAB_MYTHICPLUS'] = 'Mythic+'; L['OPTIONS_AURAS_TAB_IMPORTANT'] = 'Important'; L['OPTIONS_AURAS_TAB_CUSTOM'] = 'Custom'; L['OPTIONS_AURAS_FILTER_PLAYER_ENABLED'] = 'No filter'; L['OPTIONS_AURAS_FILTER_PLAYER_ENABLED_TOOLTIP'] = 'Show all auras (debuffs) on enemy nameplates'; L['OPTIONS_AURAS_PANDEMIC_ENABLED'] = 'Pandemic'; L['OPTIONS_AURAS_PANDEMIC_ENABLED_TOOLTIP'] = 'Enable coloring of auras countdown when 30% or less of the total spell duration is left'; L['OPTIONS_AURAS_PANDEMIC_COLOR_TOOLTIP'] = 'Color of pandemic timer'; L['OPTIONS_AURAS_BORDER_COLOR_ENABLED'] = 'Border color'; L['OPTIONS_AURAS_BORDER_COLOR_ENABLED_TOOLTIP'] = 'Enable auras border coloring depending of its type'; L['OPTIONS_AURAS_SHOW_DEBUFFS_ON_FRIENDLY'] = 'Show debuffs on friendly nameplates'; L['OPTIONS_AURAS_SORT_ENABLED'] = 'Auras sort'; L['OPTIONS_AURAS_SORT_ENABLED_TOOLTIP'] = 'Enable auras sorting'; L['OPTIONS_AURAS_SORT_TOOLTIP'] = 'Auras sort type'; L['OPTIONS_AURAS_OMNICC_SUPPRESS'] = 'Disable OmniCC timers'; L['OPTIONS_AURAS_OMNICC_SUPPRESS_TOOLTIP'] = 'Disable OmniCC (and similar addons) timers on auras'; L['OPTIONS_AURAS_COUNTDOWN_ENABLED'] = 'Show countdown'; L['OPTIONS_AURAS_COUNTDOWN_ENABLED_TOOLTIP'] = 'Show countdown timers on auras'; L['OPTIONS_AURAS_COUNTDOWN_TEXT'] = 'Countdown'; L['OPTIONS_AURAS_COOLDOWN_FONT_VALUE'] = 'Countdown font'; L['OPTIONS_AURAS_COOLDOWN_FONT_SIZE'] = 'Countdown font size'; L['OPTIONS_AURAS_COOLDOWN_FONT_FLAG'] = 'Countdown font outline'; L['OPTIONS_AURAS_COOLDOWN_FONT_SHADOW'] = 'Countdown font shadow'; L['OPTIONS_AURAS_COOLDOWN_POINT_TOOLTIP'] = 'Point of attachment of countdown text'; L['OPTIONS_AURAS_COOLDOWN_RELATIVE_POINT_TOOLTIP'] = 'To which point of the aura attach countdown text'; L['OPTIONS_AURAS_COOLDOWN_OFFSET_X_TOOLTIP'] = 'Horizontal offset of countdown text'; L['OPTIONS_AURAS_COOLDOWN_OFFSET_Y_TOOLTIP'] = 'Vertical offset of countdown text'; L['OPTIONS_AURAS_COUNT_TEXT'] = 'Count'; L['OPTIONS_AURAS_COUNT_FONT_VALUE'] = 'Count font'; L['OPTIONS_AURAS_COUNT_FONT_SIZE'] = 'Count font size'; L['OPTIONS_AURAS_COUNT_FONT_FLAG'] = 'Count font outline'; L['OPTIONS_AURAS_COUNT_FONT_SHADOW'] = 'Count font shadow'; L['OPTIONS_AURAS_COUNT_POINT_TOOLTIP'] = 'Point of attachment of count text'; L['OPTIONS_AURAS_COUNT_RELATIVE_POINT_TOOLTIP'] = 'To which point of the aura attach count text'; L['OPTIONS_AURAS_COUNT_OFFSET_X_TOOLTIP'] = 'Horizontal offset of count text'; L['OPTIONS_AURAS_COUNT_OFFSET_Y_TOOLTIP'] = 'Vertical offset of count text'; L['OPTIONS_AURAS_EXPIRE_GLOW_ENABLED'] = 'Glow of expiring auras'; L['OPTIONS_AURAS_EXPIRE_GLOW_ENABLED_TOOLTIP'] = 'Show glow on auras, the timer of which is coming to an end'; L['OPTIONS_AURAS_EXPIRE_GLOW_TYPE_TOOLTIP'] = 'Type of expiring auras glow'; L['OPTIONS_AURAS_EXPIRE_GLOW_PERCENT_TOOLTIP'] = 'Remaining time in percent at which the glow will appear'; L['OPTIONS_AURAS_EXPIRE_GLOW_COLOR_TOOLTIP'] = 'Color of the glow of expiring auras'; L['OPTIONS_AURAS_BLACKLIST_ENABLED'] = 'Use a blacklist'; L['OPTIONS_AURAS_BLACKLIST_ENABLED_TOOLTIP'] = 'Use a black list of auras that will not be tracked'; L['OPTIONS_AURAS_BLACKLIST_BUTTON_OPEN'] = 'Open the blacklist'; L['OPTIONS_AURAS_BLACKLIST_BUTTON_CLOSE'] = 'Close the blacklist'; L['OPTIONS_AURAS_SQUARE'] = 'Square'; L['OPTIONS_AURAS_SQUARE_TOOLTIP'] = 'Display auras as square, not rectangular'; L['OPTIONS_AURAS_SCALE_TOOLTIP'] = 'Scale of auras'; L['OPTIONS_AURAS_OFFSET_Y_TOOLTIP'] = 'Vertical offset of auras'; L['OPTIONS_AURAS_HPBAR_COLOR_ENABLED'] = 'Coloring by aura'; L['OPTIONS_AURAS_HPBAR_COLOR_ENABLED_TOOLTIP'] = 'Turn on the coloring of the health bar depending on the presence of a given aura'; L['OPTIONS_AURAS_HPBAR_COLOR_LIST_BUTTON_OPEN'] = 'Open list'; L['OPTIONS_AURAS_HPBAR_COLOR_LIST_BUTTON_CLOSE'] = 'Close list'; L['OPTIONS_AURAS_MASQUE_SUPPORT'] = 'ยซMasqueยป support'; L['OPTIONS_AURAS_MASQUE_SUPPORT_TOOLTIP'] = 'Enable aura appearance customization via ยซMasqueยป addon'; L['OPTIONS_AURAS_BORDER_HIDE'] = 'Hide the border'; L['OPTIONS_AURAS_BORDER_HIDE_TOOLTIP'] = 'Hide the aura border'; L['OPTIONS_AURAS_SPELLSTEAL_ENABLED'] = 'Enable'; L['OPTIONS_AURAS_SPELLSTEAL_ENABLED_TOOLTIP'] = 'Show auras that can be dispelled'; L['OPTIONS_AURAS_SPELLSTEAL_COLOR_TOOLTIP'] = 'Border color of dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_GLOW_ENABLED'] = 'Glow'; L['OPTIONS_AURAS_SPELLSTEAL_GLOW_ENABLED_TOOLTIP'] = 'Show glow on dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_GLOW_TYPE_TOOLTIP'] = 'Type of dispellable auras glow'; L['OPTIONS_AURAS_SPELLSTEAL_GLOW_COLOR_TOOLTIP'] = 'Color of dispellable auras glow'; L['OPTIONS_AURAS_SPELLSTEAL_SCALE_TOOLTIP'] = 'Scale of dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_OFFSET_Y_TOOLTIP'] = 'Vertical offset of dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_COUNTDOWN_ENABLED'] = 'Show countdown'; L['OPTIONS_AURAS_SPELLSTEAL_COUNTDOWN_ENABLED_TOOLTIP'] = 'Show countdown timers on dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_COOLDOWN_FONT_VALUE'] = 'Countdown font of dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_COOLDOWN_FONT_SIZE'] = 'Countdown font size of dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_COOLDOWN_FONT_FLAG'] = 'Countdown font outline of dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_COOLDOWN_FONT_SHADOW'] = 'Countdown font shadow of dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_COOLDOWN_POINT_TOOLTIP'] = 'Point of attachment of countdown text of dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_COOLDOWN_RELATIVE_POINT_TOOLTIP'] = 'To which point of the dispellable aura attach countdown text'; L['OPTIONS_AURAS_SPELLSTEAL_COOLDOWN_OFFSET_X_TOOLTIP'] = 'Horizontal offset of countdown text'; L['OPTIONS_AURAS_SPELLSTEAL_COOLDOWN_OFFSET_Y_TOOLTIP'] = 'Vertical offset of countdown text'; L['OPTIONS_AURAS_SPELLSTEAL_COUNT_FONT_VALUE'] = 'Count font of dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_COUNT_FONT_SIZE'] = 'Count font size of dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_COUNT_FONT_FLAG'] = 'Count font outline of dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_COUNT_FONT_SHADOW'] = 'Count font shadow of dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_COUNT_POINT_TOOLTIP'] = 'Point of attachment of count text of dispellable auras'; L['OPTIONS_AURAS_SPELLSTEAL_COUNT_RELATIVE_POINT_TOOLTIP'] = 'To which point of the dispellable aura attach count text'; L['OPTIONS_AURAS_SPELLSTEAL_COUNT_OFFSET_X_TOOLTIP'] = 'Horizontal offset of count text'; L['OPTIONS_AURAS_SPELLSTEAL_COUNT_OFFSET_Y_TOOLTIP'] = 'Vertical offset of count text'; L['OPTIONS_AURAS_MYTHICPLUS_ENABLED'] = 'Enable'; L['OPTIONS_AURAS_MYTHICPLUS_ENABLED_TOOLTIP'] = 'Show special auras that will be shown in mythic+ dungeons'; L['OPTIONS_AURAS_MYTHICPLUS_SCALE_TOOLTIP'] = 'Scale of mythic+ auras'; L['OPTIONS_AURAS_MYTHICPLUS_OFFSET_Y_TOOLTIP'] = 'Vertical offset of mythic+ auras'; L['OPTIONS_AURAS_MYTHICPLUS_COUNTDOWN_ENABLED'] = 'Show countdown'; L['OPTIONS_AURAS_MYTHICPLUS_COUNTDOWN_ENABLED_TOOLTIP'] = 'Show countdown timers on mythic+ auras'; L['OPTIONS_AURAS_MYTHICPLUS_COOLDOWN_FONT_VALUE'] = 'Countdown font of mythic+ auras'; L['OPTIONS_AURAS_MYTHICPLUS_COOLDOWN_FONT_SIZE'] = 'Countdown font size of mythic+ auras'; L['OPTIONS_AURAS_MYTHICPLUS_COOLDOWN_FONT_FLAG'] = 'Countdown font outline of mythic+ auras'; L['OPTIONS_AURAS_MYTHICPLUS_COOLDOWN_FONT_SHADOW'] = 'Countdown font shadow of mythic+ auras'; L['OPTIONS_AURAS_MYTHICPLUS_COOLDOWN_POINT_TOOLTIP'] = 'Point of attachment of countdown text of mythic+ auras'; L['OPTIONS_AURAS_MYTHICPLUS_COOLDOWN_RELATIVE_POINT_TOOLTIP'] = 'To which point of the mythic+ aura attach countdown text'; L['OPTIONS_AURAS_MYTHICPLUS_COOLDOWN_OFFSET_X_TOOLTIP'] = 'Horizontal offset of countdown text'; L['OPTIONS_AURAS_MYTHICPLUS_COOLDOWN_OFFSET_Y_TOOLTIP'] = 'Vertical offset of countdown text'; L['OPTIONS_AURAS_MYTHICPLUS_COUNT_FONT_VALUE'] = 'Count font of mythic+ auras'; L['OPTIONS_AURAS_MYTHICPLUS_COUNT_FONT_SIZE'] = 'Count font size of mythic+ auras'; L['OPTIONS_AURAS_MYTHICPLUS_COUNT_FONT_FLAG'] = 'Count font outline of mythic+ auras'; L['OPTIONS_AURAS_MYTHICPLUS_COUNT_FONT_SHADOW'] = 'Count font shadow of mythic+ auras'; L['OPTIONS_AURAS_MYTHICPLUS_COUNT_POINT_TOOLTIP'] = 'Point of attachment of count text of mythic+ auras'; L['OPTIONS_AURAS_MYTHICPLUS_COUNT_RELATIVE_POINT_TOOLTIP'] = 'To which point of the mythic+ aura attach count text'; L['OPTIONS_AURAS_MYTHICPLUS_COUNT_OFFSET_X_TOOLTIP'] = 'Horizontal offset of count text'; L['OPTIONS_AURAS_MYTHICPLUS_COUNT_OFFSET_Y_TOOLTIP'] = 'Vertical offset of count text'; L['OPTIONS_AURAS_IMPORTANT_ENABLED'] = 'Enable'; L['OPTIONS_AURAS_IMPORTANT_ENABLED_TOOLTIP'] = 'Show important auras (stuns, crowd control, disorient etc)'; L['OPTIONS_AURAS_IMPORTANT_SCALE_TOOLTIP'] = 'Scale of important auras'; L['OPTIONS_AURAS_IMPORTANT_OFFSET_Y_TOOLTIP'] = 'Vertical offset of important auras'; L['OPTIONS_AURAS_IMPORTANT_COUNTDOWN_ENABLED'] = 'Show countdown'; L['OPTIONS_AURAS_IMPORTANT_COUNTDOWN_ENABLED_TOOLTIP'] = 'Show countdown timers on important auras'; L['OPTIONS_AURAS_IMPORTANT_COOLDOWN_FONT_VALUE'] = 'Countdown font of important auras'; L['OPTIONS_AURAS_IMPORTANT_COOLDOWN_FONT_SIZE'] = 'Countdown font size of important auras'; L['OPTIONS_AURAS_IMPORTANT_COOLDOWN_FONT_FLAG'] = 'Countdown font outline of important auras'; L['OPTIONS_AURAS_IMPORTANT_COOLDOWN_FONT_SHADOW'] = 'Countdown font shadow of important auras'; L['OPTIONS_AURAS_IMPORTANT_COOLDOWN_POINT_TOOLTIP'] = 'Point of attachment of countdown text of important auras'; L['OPTIONS_AURAS_IMPORTANT_COOLDOWN_RELATIVE_POINT_TOOLTIP'] = 'To which point of the important aura attach countdown text'; L['OPTIONS_AURAS_IMPORTANT_COOLDOWN_OFFSET_X_TOOLTIP'] = 'Horizontal offset of countdown text'; L['OPTIONS_AURAS_IMPORTANT_COOLDOWN_OFFSET_Y_TOOLTIP'] = 'Vertical offset of countdown text'; L['OPTIONS_AURAS_IMPORTANT_COUNT_FONT_VALUE'] = 'Count font of important auras'; L['OPTIONS_AURAS_IMPORTANT_COUNT_FONT_SIZE'] = 'Count font size of important auras'; L['OPTIONS_AURAS_IMPORTANT_COUNT_FONT_FLAG'] = 'Count font outline of important auras'; L['OPTIONS_AURAS_IMPORTANT_COUNT_FONT_SHADOW'] = 'Count font shadow of important auras'; L['OPTIONS_AURAS_IMPORTANT_COUNT_POINT_TOOLTIP'] = 'Point of attachment of count text of important auras'; L['OPTIONS_AURAS_IMPORTANT_COUNT_RELATIVE_POINT_TOOLTIP'] = 'To which point of the important aura attach count text'; L['OPTIONS_AURAS_IMPORTANT_COUNT_OFFSET_X_TOOLTIP'] = 'Horizontal offset of count text'; L['OPTIONS_AURAS_IMPORTANT_COUNT_OFFSET_Y_TOOLTIP'] = 'Vertical offset of count text'; L['OPTIONS_AURAS_IMPORTANT_CASTERNAME_SHOW'] = 'Show player name'; L['OPTIONS_AURAS_IMPORTANT_CASTERNAME_SHOW_TOOLTIP'] = 'Show player name above important aura'; L['OPTIONS_AURAS_IMPORTANT_CASTERNAME_FONT_VALUE'] = 'Player name font on important auras'; L['OPTIONS_AURAS_IMPORTANT_CASTERNAME_FONT_SIZE'] = 'Player name font size on important auras'; L['OPTIONS_AURAS_IMPORTANT_CASTERNAME_FONT_FLAG'] = 'Player name font outline on important auras'; L['OPTIONS_AURAS_IMPORTANT_CASTERNAME_FONT_SHADOW'] = 'Player name font shadow on important auras'; L['OPTIONS_AURAS_CUSTOM_ENABLED'] = 'Enable'; L['OPTIONS_AURAS_CUSTOM_ENABLED_TOOLTIP'] = 'Show custom auras'; L['OPTIONS_AURAS_CUSTOM_SCALE_TOOLTIP'] = 'Scale of custom auras'; L['OPTIONS_AURAS_CUSTOM_OFFSET_Y_TOOLTIP'] = 'Vertical offset of custom auras'; L['OPTIONS_AURAS_CUSTOM_COUNTDOWN_ENABLED'] = 'Show countdown'; L['OPTIONS_AURAS_CUSTOM_COUNTDOWN_ENABLED_TOOLTIP'] = 'Show countdown timers on custom auras'; L['OPTIONS_AURAS_CUSTOM_COOLDOWN_FONT_VALUE'] = 'Countdown font of custom auras'; L['OPTIONS_AURAS_CUSTOM_COOLDOWN_FONT_SIZE'] = 'Countdown font size of custom auras'; L['OPTIONS_AURAS_CUSTOM_COOLDOWN_FONT_FLAG'] = 'Countdown font outline of custom auras'; L['OPTIONS_AURAS_CUSTOM_COOLDOWN_FONT_SHADOW'] = 'Countdown font shadow of custom auras'; L['OPTIONS_AURAS_CUSTOM_COOLDOWN_POINT_TOOLTIP'] = 'Point of attachment of countdown text of custom auras'; L['OPTIONS_AURAS_CUSTOM_COOLDOWN_RELATIVE_POINT_TOOLTIP'] = 'To which point of the custom aura attach countdown text'; L['OPTIONS_AURAS_CUSTOM_COOLDOWN_OFFSET_X_TOOLTIP'] = 'Horizontal offset of countdown text'; L['OPTIONS_AURAS_CUSTOM_COOLDOWN_OFFSET_Y_TOOLTIP'] = 'Vertical offset of countdown text'; L['OPTIONS_AURAS_CUSTOM_COUNT_FONT_VALUE'] = 'Count font of custom auras'; L['OPTIONS_AURAS_CUSTOM_COUNT_FONT_SIZE'] = 'Count font size of custom auras'; L['OPTIONS_AURAS_CUSTOM_COUNT_FONT_FLAG'] = 'Count font outline of custom auras'; L['OPTIONS_AURAS_CUSTOM_COUNT_FONT_SHADOW'] = 'Count font shadow of custom auras'; L['OPTIONS_AURAS_CUSTOM_COUNT_POINT_TOOLTIP'] = 'Point of attachment of count text of custom auras'; L['OPTIONS_AURAS_CUSTOM_COUNT_RELATIVE_POINT_TOOLTIP'] = 'To which point of the custom aura attach count text'; L['OPTIONS_AURAS_CUSTOM_COUNT_OFFSET_X_TOOLTIP'] = 'Horizontal offset of count text'; L['OPTIONS_AURAS_CUSTOM_COUNT_OFFSET_Y_TOOLTIP'] = 'Vertical offset of count text'; L['OPTIONS_AURAS_CUSTOM_EDITBOX_ENTER_ID'] = 'Enter the name or ID of the aura'; L['OPTIONS_AURAS_CUSTOM_SWITCH_TO_HARMFUL'] = 'Switch to debuff (HARMFUL)'; L['OPTIONS_AURAS_CUSTOM_SWITCH_TO_HELPFUL'] = 'Switch to buff (HELPFUL)'; L['OPTIONS_AURAS_CUSTOM_HELPFUL'] = 'Buff'; L['OPTIONS_AURAS_CUSTOM_HELPFUL_TOOLTIP'] = 'Add an aura as buff (HELPFUL)'; L['OPTIONS_AURAS_CUSTOM_BORDER_COLOR_TOOLTIP'] = 'Border color of custom auras'; L['OPTIONS_AURAS_CUSTOM_SWITCH_TO_OWN'] = 'Switch to your own only'; L['OPTIONS_AURAS_CUSTOM_SWITCH_TO_ALL'] = 'Switch to all'; L['OPTIONS_AURAS_CUSTOM_ADD_TO_BLACKLIST'] = 'Add to blacklist'; L['OPTIONS_AURAS_CUSTOM_REMOVE_FROM_BLACKLIST'] = 'Remove from blacklist'; L['OPTIONS_AURAS_CUSTOM_TO_BLACKLIST'] = 'To BL'; L['OPTIONS_AURAS_CUSTOM_TO_BLACKLIST_TOOLTIP'] = 'Add aura immediately to blacklist'; L['OPTIONS_AURAS_CUSTOM_HELPTIP'] = 'Adding by name can sometimes show the wrong icon'; L['OPTIONS_CUSTOM_COLOR_ENABLED'] = 'Enable'; L['OPTIONS_CUSTOM_COLOR_ENABLED_TOOLTIP'] = 'Enable custom health bar colors'; L['OPTIONS_CUSTOM_COLOR_EDITBOX_ENTER_ID'] = 'Enter the ID of the NPC'; L['OPTIONS_CUSTOM_COLOR_ADD_FROM_TARGET'] = 'From target'; L['OPTIONS_CUSTOM_COLOR_ADD_FROM_LIST'] = 'From list'; L['OPTIONS_GLOBAL_FONT_HEADER'] = 'Font settings'; L['OPTIONS_USE_GLOBAL_FONT_VALUE_TOOLTIP'] = 'Use global font settings'; L['OPTIONS_USE_GLOBAL_FONT_SIZE_TOOLTIP'] = 'Use global font size settings'; L['OPTIONS_USE_GLOBAL_FONT_FLAG_TOOLTIP'] = 'Use global font outline settings'; L['OPTIONS_USE_GLOBAL_FONT_SHADOW_TOOLTIP'] = 'Use global font shadow settings'; L['OPTIONS_CUSTOM_NAME_ENABLED'] = 'Enable'; L['OPTIONS_CUSTOM_NAME_ENABLED_TOOLTIP'] = 'Enable custom names'; L['OPTIONS_CUSTOM_NAME_EDITBOX_ENTER_ID'] = 'Enter the ID of the NPC'; L['OPTIONS_CUSTOM_NAME_ADD_FROM_TARGET'] = 'From target'; L['OPTIONS_CUSTOM_NAME_ADD_FROM_LIST'] = 'From list'; L['OPTIONS_COLOR_CATEGORY_ENTER_NAME'] = 'Type a name and press Enter'; L['OPTIONS_COLOR_CATEGORY_TOGGLE_FRAME'] = 'Open the associated list of colors'; L['OPTIONS_CATEGORY_ENTER_NAME'] = 'Type a name and press Enter'; L['OPTIONS_CATEGORY_ALL'] = 'All'; L['OPTIONS_CATEGORY_OPEN_TOOLTIP'] = 'Open category list';
PROPERTY = {}; PROPERTY.ID = 6; PROPERTY.Name = "The Depot"; PROPERTY.Category = "Business"; PROPERTY.Description = "A moderately sized werehouse in the industrial area."; PROPERTY.Image = "ev33x_depot"; PROPERTY.Cost = 1000; PROPERTY.Doors = { {Vector(2805, 5507, 122.25), 'models/props_c17/door01_left.mdl'}, {Vector(3181, 6395, 122.25), 'models/props_c17/door01_left.mdl'}, {Vector(3312, 5883, 130), '*225'}, {Vector(3440, 5883, 130), '*224'} }; GAMEMODE:RegisterProperty(PROPERTY);
local ffi = require("ffi") local utils = require("libc_utils") local alltypes = require("bits/alltypes") ffi.cdef[[ typedef struct { int quot, rem; } div_t; typedef struct { long quot, rem; } ldiv_t; typedef struct { long long quot, rem; } lldiv_t; div_t div (int, int); ldiv_t ldiv (long, long); lldiv_t lldiv (long long, long long); ]] ffi.cdef[[ extern double atof (const char *nptr); extern int atoi (const char *nptr); extern long int atol (const char *nptr); extern long long int atoll (const char *__nptr); // C99 extern double strtod (const char * nptr, char ** endptr); ]] ffi.cdef[[ void *aligned_alloc(size_t alignment, size_t size); void * calloc(size_t nmemb, size_t size); void free(void *); void * malloc(const size_t size); void * realloc(void *ptr, size_t size); ]] ffi.cdef[[ int rand (void); void srand (unsigned); ]] ffi.cdef[[ void abort (void); int atexit (void (*) (void)); void exit (int); int at_quick_exit (void (*) (void)); void quick_exit (int); ]] ffi.cdef[[ char *getenv (const char *); int system (const char *); ]] ffi.cdef[[ void *bsearch (const void *, const void *, size_t, size_t, int (*)(const void *, const void *)); void qsort (void *, size_t, size_t, int (*)(const void *, const void *)); int abs (int); long labs (long); long long llabs (long long); ]] ffi.cdef[[ int mblen (const char *, size_t); int mbtowc (wchar_t *__restrict, const char *__restrict, size_t); int wctomb (char *, wchar_t); size_t mbstowcs (wchar_t *__restrict, const char *__restrict, size_t); size_t wcstombs (char *__restrict, const wchar_t *__restrict, size_t); ]] local Constants = { -- The largest number rand will return (same as INT_MAX). RAND_MAX = 0x7fffffff; EXIT_FAILURE = 1; -- Failing exit status. EXIT_SUCCESS = 0; -- Successful exit status. } local Functions = { -- numeric parsing atof = ffi.C.atof; atoi = ffi.C.atoi; atol = ffi.C.atol; atoll = ffi.C.atoll; strtod = ffi.C.strtod; -- memory allocation aligned_alloc = ffi.C.aligned_alloc; malloc = ffi.C.malloc; free = ffi.C.free; calloc = ffi.C.calloc; realloc = ffi.C.realloc; -- exiting abort = ffi.C.abort; --atexit = ffi.C.atexit; exit = ffi.C.exit; --at_quick_exit = ffi.C.at_quick_exit; quick_exit = ffi.C.quick_exit; -- system related getenv = ffi.C.getenv; system = ffi.C.system; -- Miscellany bsearch = ffi.C.bsearch; qsort = ffi.C.qsort; abs = ffi.C.abs; labs = ffi.C.labs; llabs = ffi.C.llabs; -- multi-byte character conversions mblen = ffi.C.mblen; mbtowc = ffi.C.mbtowc; wctomb = ffi.C.wctomb; mbstowcs = ffi.C.mbstowcs; wcstombs = ffi.C.wcstombs; } local exports = { Constants = Constants; Functions = Functions; } setmetatable(exports, { __call = function(self, tbl) utils.copyPairs(self.Constants, tbl) utils.copyPairs(self.Functions, tbl) return self end, }) return exports
local react = require "react" local tests = {} local test_names = {} local function test(name, fn) table.insert(test_names, name) table.insert(tests, fn) end --========================================================== -- test callback --========================================================== local function new_test_callback() local callback = {} callback.times_called = 0 callback.last_called_with = nil callback.fn = function(arg) callback.times_called = callback.times_called + 1 callback.last_called_with = arg end return callback end --========================================================== -- define tests --========================================================== test("input cells have a value", function() local r = react.Reactor() local input = r.InputCell(2) assert(input.get_value() == 2) end) --========================================================== test("an input cell's value can be set", function() local r = react.Reactor() local input = r.InputCell(4) input.set_value(20) assert(input.get_value() == 20) end) --========================================================== test("compute cells calculate initial value", function() local r = react.Reactor() local input = r.InputCell(1) local output = r.ComputeCell(input, function(x) return x + 1 end) assert(output.get_value() == 2) end) --========================================================== test("compute cells take inputs in the right order", function() local r = react.Reactor() local one = r.InputCell(1) local two = r.InputCell(2) local output = r.ComputeCell(one, two, function(x, y) return x + y * 10 end) assert(output.get_value() == 21) end) --========================================================== test("compute cells update value when dependencies are changed", function() local r = react.Reactor() local input = r.InputCell(1) local inc = r.InputCell(1) local output = r.ComputeCell(input, inc, function(x, y) return x + y end) input.set_value(3) assert(output.get_value() == 4) inc.set_value(2) assert(output.get_value() == 5) end) --========================================================== test("compute cells can depend on other compute cells", function() local r = react.Reactor() local input = r.InputCell(1) local times_two = r.ComputeCell(input, function(x) return x * 2 end) local times_thirty = r.ComputeCell(input, function(x) return x * 30 end) local output = r.ComputeCell(times_two, times_thirty, function(x, y) return x + y end) assert(output.get_value() == 32, "initial assertion") input.set_value(3) assert(output.get_value() == 96, "second assertion") end) --========================================================== test("compute cells fire callbacks", function() local r = react.Reactor() local input = r.InputCell(1) local output = r.ComputeCell(input, function(x) return x + 1 end) local callback = new_test_callback() output.watch(callback.fn) input.set_value(3) assert(callback.times_called == 1) assert(callback.last_called_with == 4) end) --========================================================== test("callbacks only fire on change", function() local r = react.Reactor() local input = r.InputCell(1) local output = r.ComputeCell(input, function(x) if x < 3 then return 111 else return 222 end end) local callback = new_test_callback() output.watch(callback.fn) input.set_value(2) assert(callback.times_called == 0) input.set_value(4) assert(callback.times_called == 1) assert(callback.last_called_with == 222) end) --========================================================== test("callbacks can be added and removed", function() local r = react.Reactor() local input = r.InputCell(11) local output = r.ComputeCell(input, function(x) return x + 1 end) local callback1 = new_test_callback() local callback2 = new_test_callback() local callback3 = new_test_callback() output.watch(callback1.fn) output.watch(callback2.fn) input.set_value(31) output.unwatch(callback1.fn) output.watch(callback3.fn) input.set_value(41) assert(callback1.times_called == 1) assert(callback1.last_called_with == 32) assert(callback2.times_called == 2) assert(callback2.last_called_with == 42) assert(callback3.times_called == 1) assert(callback3.last_called_with == 42) end) --========================================================== test("removing a callback multiple times doesn't interfere with other callbacks", function() local r = react.Reactor() local input = r.InputCell(1) local output = r.ComputeCell(input, function(x) return x + 1 end) local callback1 = new_test_callback() local callback2 = new_test_callback() output.watch(callback1.fn) output.watch(callback2.fn) for i = 1, 10 do output.unwatch(callback1.fn) end input.set_value(2) assert(callback1.times_called == 0) assert(callback2.times_called == 1) assert(callback2.last_called_with == 3) end) --========================================================== test("callbacks only called once even if multiple inputs change", function() local r = react.Reactor() local input = r.InputCell(1) local plus_one = r.ComputeCell(input, function(x) return x + 1 end) local minus_one1 = r.ComputeCell(input, function(x) return x - 1 end) local minus_one2 = r.ComputeCell(minus_one1, function(x) return x - 1 end) local output = r.ComputeCell(plus_one, minus_one2, function(x, y) return x * y end) local callback = new_test_callback() output.watch(callback.fn) input.set_value(4) assert(callback.times_called == 1, "called more than once") assert(callback.last_called_with == 10, "called with wrong value") end) --========================================================== test("callbacks not called if inputs change but output doesn't", function() local r = react.Reactor() local input = r.InputCell(1) local plus_one = r.ComputeCell(input, function(x) return x + 1 end) local minus_one = r.ComputeCell(input, function(x) return x - 1 end) local always_two = r.ComputeCell(plus_one, minus_one, function(x, y) return x - y end) local callback = new_test_callback() always_two.watch(callback.fn) for i = 1, 10 do input.set_value(i) end assert(callback.times_called == 0) end) --========================================================== -- execute tests --========================================================== local successes = 0 local failures = 0 for i, test in ipairs(tests) do local res, err = pcall(test) if res then print("test "..i..": passed! ["..test_names[i].."]") successes = successes + 1 else print("test "..i..": FAILED! ["..test_names[i].."] "..err) failures = failures + 1 end end print("") print("TESTS PASSED: "..successes) print("TESTS FAILED: "..failures)
--[[ --MIT License -- --Copyright (c) 2019 PapyElGringo --Copyright (c) 2019 Tom Meyers -- --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 awful = require('awful') local beautiful = require('beautiful') local wibox = require('wibox') local mat_list_item = require('widget.material.list-item') local mat_icon = require('widget.material.icon') local dpi = require('beautiful').xresources.apply_dpi local icons = require('theme.icons') local gears = require('gears') local scrollbar = require('widget.scrollbar') return function(_, panel) local search_button = wibox.widget { wibox.widget { icon = icons.search, size = dpi(24), widget = mat_icon }, wibox.widget { text = 'Search Applications', font = 'Iosevka Regular 12', widget = wibox.widget.textbox, align = center }, forced_height = dpi(12), clickable = true, widget = mat_list_item } search_button:buttons( awful.util.table.join( awful.button( {}, 1, function() panel:run_rofi() end ) ) ) local dpi_button = wibox.widget { wibox.widget { icon = icons.monitor, size = dpi(24), widget = mat_icon }, wibox.widget { text = 'Change Application Scaling', font = 'Iosevka Regular 12', widget = wibox.widget.textbox, align = center }, forced_height = dpi(12), clickable = true, widget = mat_list_item } dpi_button:buttons( awful.util.table.join( awful.button( {}, 1, function() panel:run_dpi() end ) ) ) local wifi_button = wibox.widget { wibox.widget { icon = icons.wifi, size = dpi(24), widget = mat_icon }, wibox.widget { text = 'Connect to a wireless network', font = 'Iosevka Regular 12', widget = wibox.widget.textbox, align = center }, forced_height = dpi(12), clickable = true, widget = mat_list_item } wifi_button:buttons( awful.util.table.join( awful.button( {}, 1, function() panel:run_wifi() end ) ) ) local exit_button = wibox.widget { wibox.widget { icon = icons.logout, size = dpi(24), widget = mat_icon }, wibox.widget { text = 'End work session', font = 'Iosevka Regular 12', widget = wibox.widget.textbox }, clickable = true, divider = false, widget = mat_list_item } exit_button:buttons( awful.util.table.join( awful.button( {}, 1, function() panel:toggle() _G.exit_screen_show() end ) ) ) local separator = wibox.widget { orientation = 'vertical', forced_height = 10, opacity = 0.00, widget = wibox.widget.separator } local topSeparator = wibox.widget { orientation = 'horizontal', forced_height = 20, opacity = 0, widget = wibox.widget.separator, } local bottomSeparator = wibox.widget { orientation = 'horizontal', forced_height = 5, opacity = 0, widget = wibox.widget.separator, } return scrollbar(wibox.widget { layout = wibox.layout.align.vertical, { topSeparator, layout = wibox.layout.fixed.vertical, { wibox.widget { search_button, bg = '#ffffff20', --beautiful.background.hue_800, shape = function(cr, w, h) gears.shape.rounded_rect(cr, w, h, 28) end, widget = wibox.container.background, }, widget = mat_list_item, }, separator, require('layout.left-panel.dashboard.quick-settings'), require('layout.left-panel.dashboard.hardware-monitor'), require('layout.left-panel.dashboard.action-center'), separator, layout = wibox.layout.fixed.vertical, { wibox.widget { text = 'Network Settings', font = 'Iosevka Regular 10', align = 'left', widget = wibox.widget.textbox }, widget = mat_list_item, }, layout = wibox.layout.fixed.vertical, { wibox.widget { wifi_button, bg = '#ffffff20', --beautiful.background.hue_800, shape = function(cr, w, h) gears.shape.rounded_rect(cr, w, h, 28) end, widget = wibox.container.background, }, widget = mat_list_item, }, separator, layout = wibox.layout.fixed.vertical, { wibox.widget { text = 'Screen Settings', font = 'Iosevka Regular 10', align = 'left', widget = wibox.widget.textbox }, widget = mat_list_item, }, layout = wibox.layout.fixed.vertical, { wibox.widget { dpi_button, bg = '#ffffff20', --beautiful.background.hue_800, shape = function(cr, w, h) gears.shape.rounded_rect(cr, w, h, 28) end, widget = wibox.container.background, }, widget = mat_list_item, }, }, nil, { layout = wibox.layout.fixed.vertical, wibox.widget{ wibox.widget{ exit_button, bg = '#ffffff20',--beautiful.background.hue_800, widget = wibox.container.background, shape = function(cr, w, h) gears.shape.rounded_rect(cr, w, h, 12) end, }, widget = mat_list_item, }, bottomSeparator } }) end
object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s10_gen5 = SharedWeaponObjectTemplate:new { clientTemplateFileName = "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s10_gen5.iff" } ObjectTemplates: addClientTemplate(object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s10_gen5, "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s10_gen5.iff") object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s11_gen5 = SharedWeaponObjectTemplate:new { clientTemplateFileName = "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s11_gen5.iff" } ObjectTemplates: addClientTemplate(object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s11_gen5, "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s11_gen5.iff") object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s12_gen5 = SharedWeaponObjectTemplate:new { clientTemplateFileName = "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s12_gen5.iff" } ObjectTemplates: addClientTemplate(object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s12_gen5, "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s12_gen5.iff") object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s13_gen5 = SharedWeaponObjectTemplate:new { clientTemplateFileName = "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s13_gen5.iff" } ObjectTemplates: addClientTemplate(object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s13_gen5, "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s13_gen5.iff") object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s1_gen5 = SharedWeaponObjectTemplate:new { clientTemplateFileName = "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s1_gen5.iff" } ObjectTemplates: addClientTemplate(object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s1_gen5, "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s1_gen5.iff") object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s2_gen5 = SharedWeaponObjectTemplate:new { clientTemplateFileName = "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s2_gen5.iff" } ObjectTemplates: addClientTemplate(object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s2_gen5, "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s2_gen5.iff") object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s3_gen5 = SharedWeaponObjectTemplate:new { clientTemplateFileName = "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s3_gen5.iff" } ObjectTemplates: addClientTemplate(object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s3_gen5, "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s3_gen5.iff") object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s4_gen5 = SharedWeaponObjectTemplate:new { clientTemplateFileName = "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s4_gen5.iff" } ObjectTemplates: addClientTemplate(object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s4_gen5, "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s4_gen5.iff") object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s5_gen5 = SharedWeaponObjectTemplate:new { clientTemplateFileName = "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s5_gen5.iff" } ObjectTemplates: addClientTemplate(object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s5_gen5, "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s5_gen5.iff") object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s6_gen5 = SharedWeaponObjectTemplate:new { clientTemplateFileName = "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s6_gen5.iff" } ObjectTemplates: addClientTemplate(object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s6_gen5, "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s6_gen5.iff") object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s7_gen5 = SharedWeaponObjectTemplate:new { clientTemplateFileName = "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s7_gen5.iff" } ObjectTemplates: addClientTemplate(object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s7_gen5, "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s7_gen5.iff") object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s8_gen5 = SharedWeaponObjectTemplate:new { clientTemplateFileName = "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s8_gen5.iff" } ObjectTemplates: addClientTemplate(object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s8_gen5, "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s8_gen5.iff") object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s9_gen5 = SharedWeaponObjectTemplate:new { clientTemplateFileName = "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s9_gen5.iff" } ObjectTemplates: addClientTemplate(object_weapon_melee_sword_crafted_saber_shared_sword_lightsaber_one_handed_s9_gen5, "object/weapon/melee/sword/crafted_saber/shared_sword_lightsaber_one_handed_s9_gen5.iff")
function getPlayerFromPartialName(name) local name = name and name:gsub("#%x%x%x%x%x%x", ""):lower() or nil if name then for _, player in ipairs(getElementsByType("player")) do local name_ = getPlayerName(player):gsub("#%x%x%x%x%x%x", ""):lower() if name_:find(name, 1, true) then return player end end end end function eject(plr, _, plr2) if (plr.vehicle and plr.vehicle.controller == plr) then if (plr2 == "*") then local occupants = plr.vehicle.occupants if (occupants) then for _, plr2 in ipairs(plr.vehicle.occupants) do plr2:removeFromVehicle(plr.vehicle) exports.UCDdx:new(plr2, "You got ejected from the vehicle by "..tostring(plr.name), 255, 0, 0) end exports.UCDdx:new(plr, "You have ejected all players inside your vehicle", 0, 255, 0) end elseif (tostring(plr2)) then local plr2 = getPlayerFromPartialName(plr2) if (isElement(plr2)) then if (plr2.vehicle == plr.vehicle) then plr2:removeFromVehicle(plr.vehicle) exports.UCDdx:new(plr2, "You got ejected from the vehicle by "..tostring(plr.name), 255, 0, 0) exports.UCDdx:new(plr, "You have ejected "..tostring(plr2.name).." from the vehicle", 0, 255, 0) end end end end end addCommandHandler("eject", eject)
๏ปฟif GetLocale() ~= "deDE" then return end local L --------------- -- Kargath Bladefist -- --------------- L= DBM:GetModLocalization(1128) --------------------------- -- The Butcher -- --------------------------- L= DBM:GetModLocalization(971) --------------------------- -- Tectus, the Living Mountain -- --------------------------- L= DBM:GetModLocalization(1195) L:SetMiscLocalization({ pillarSpawn = "ERHEBT EUCH, BERGE!" }) ------------------ -- Brackenspore, Walker of the Deep -- ------------------ L= DBM:GetModLocalization(1196) L:SetOptionLocalization({ InterruptCounter = "Setze \"Verrottung\"-Zรคhler zurรผck nach", Two = "zwei Wirkungen", Three = "drei Wirkungen", Four = "vier Wirkungen" }) -------------- -- Twin Ogron -- -------------- L= DBM:GetModLocalization(1148) L:SetOptionLocalization({ PhemosSpecial = "Spiele akustischen Countdown fรผr Phemos' Spezialfรคhigkeiten", PolSpecial = "Spiele akustischen Countdown fรผr Pols Spezialfรคhigkeiten", PhemosSpecialVoice = "Spiele gesprochene Warnungen fรผr Phemos' Spezialfรคhigkeiten", PolSpecialVoice = "Spiele gesprochene Warnungen fรผr Pols Spezialfรคhigkeiten" }) -------------------- --Koragh -- -------------------- L= DBM:GetModLocalization(1153) L:SetWarningLocalization({ specWarnExpelMagicFelFades = "Teufelsenergie endet in 5s - geh zum Start" }) L:SetOptionLocalization({ specWarnExpelMagicFelFades = "Spezialwarnung zum Hingehen zur Startposition, wenn $spell:172895 endet" }) L:SetMiscLocalization({ supressionTarget1 = "Ich werde Euch zermalmen!", supressionTarget2 = "Schweigt!", supressionTarget3 = "Ruhe!", supressionTarget4 = "Ich reiรŸe Euch in Stรผcke!" }) -------------------------- -- Imperator Mar'gok -- -------------------------- L= DBM:GetModLocalization(1197) L:SetTimerLocalization({ timerNightTwistedCD = "Nรคchste Nachtsiechende Glรคubiger" }) L:SetOptionLocalization({ GazeYellType = "Typ des Schreis fรผr Starren des Abgrunds", Countdown = "Countdown bis zum Ablauf", Stacks = "Stapelanzahl beim Erhalt", timerNightTwistedCD = "Zeige Zeit bis nรคchste Nachtsiechende Glรคubiger erscheinen" }) L:SetMiscLocalization({ BrandedYell = "Gebrandmarkt (%d) %dm", GazeYell = "Starren endet in %d", GazeYell2 = "Starren (%d) auf %s", PlayerDebuffs = "Nรคchste zum Vorgeschmack" }) ------------- -- Trash -- ------------- L = DBM:GetModLocalization("HighmaulTrash") L:SetGeneralLocalization({ name = "Trash des Hochfels" })
package.path = "?.lua;../?.lua" local input = require "input" local utils = require "utils" local BYTE_ELF = 69 local BYTE_GOBLIN = 71 local BYTE_WALL = 35 local WALL = -1 local CLEAR = 0 local ELF = "elf" local GOBLIN = "goblin" local abs = math.abs -- up, left, right, down = reading order local deltas = { 0, -1, -1, 0, 1, 0, 0, 1 } function initial(kind) if kind == ELF then return "E" else return "G" end end function enemy_initial(kind) if kind == ELF then return "G" else return "E" end end function visualize(board, units, headline) print(headline) local str = "" for i, v in ipairs(board.grid) do if v == CLEAR then str = str .. "." elseif v == WALL then str = str .. "#" else local find_with_id = function(a) return a.id == v end local unit = utils.array_first_where(units, find_with_id) if unit.kind == GOBLIN then str = str .. "G" else str = str .. "E" end end if str:len() % board.width == 0 then print(str) str = "" -- Next line end end -- for _, unit in ipairs(units) do -- if not unit.dead then -- print(string.format("%s at %d,%d is %d", initial(unit.kind), unit.x, unit.y, unit.hp)) -- end -- end print() end function index(x, y, width) return 1 + x + y * width end function xy(index, width) local index = index - 1 local y = math.floor(index / width) local x = index - y * width return x, y end function make_goblin(x, y) -- "dead" the unit is dead. -- "killed" the unit has been killed this turn. At the end of the tick, the flag is reset to false and "dead" is set true. return { id = nil, kind = GOBLIN, x = x, y = y, killed = false, dead = false, hp = 200 } end function make_elf(x, y) return { id = nil, kind = ELF, x = x, y = y, killed = false, dead = false, hp = 200 } end function next_unit_id(units) return "" .. #units end function add_unit(unit, units) local unit_id = next_unit_id(units) unit.id = unit_id units[#units + 1] = unit return unit_id end function parse_line(line, y, board, units) for i = 1, line:len() do local x = i - 1 local index = index(x, y, board.width) local byt = line:byte(i) if byt == BYTE_GOBLIN then local unit = make_goblin(x, y) board.grid[index] = add_unit(unit, units) elseif byt == BYTE_ELF then local unit = make_elf(x, y) board.grid[index] = add_unit(unit, units) elseif byt == BYTE_WALL then board.grid[index] = WALL else board.grid[index] = CLEAR end end end function parse(lines) local w = lines[1]:len() local h = #lines local board = { grid = {}, width = w, height = h } local units = {} for i = 1, #lines do local y = i - 1 parse_line(lines[i], y, board, units) end return board, units end function sort_by_reading_order(a, b) if a.y < b.y then return true end if a.y == b.y then return a.x < b.x end end function find_targets_of(unit, units) local kind if unit.kind == GOBLIN then kind = ELF else kind = GOBLIN end return utils.array_filter(units, function(a) return not a.dead and a.kind == kind end) end function find_squares_next_to(positions, board) local squares = {} local deltas = deltas for _, target in ipairs(positions) do for i = 1, #deltas, 2 do local index = index(target.x + deltas[i], target.y + deltas[i + 1], board.width) if board.grid[index] == CLEAR then squares[#squares + 1] = index end end end return squares end function filter_adjacent_to(x, y) return function(a) local abs_x = abs(x - a.x) local abs_y = abs(y - a.y) return abs_x == 1 and abs_y == 0 or abs_x == 0 and abs_y == 1 end end function attack(x, y, targets, board) local filter = filter_adjacent_to(x, y) local adjacent_targets = utils.array_filter(targets, filter) if #adjacent_targets == 0 then return end -- No target in range local weakest_targets = {} for _, t in ipairs(adjacent_targets) do if #weakest_targets == 0 or t.hp == weakest_targets[1].hp then weakest_targets[#weakest_targets + 1] = t elseif t.hp < weakest_targets[1].hp then weakest_targets = { t } end end table.sort(weakest_targets, sort_by_reading_order) local target = weakest_targets[1] -- print(string.format("%s at %d,%d attacks %s at %d,%d", enemy_initial(target.kind), x, y, initial(target.kind), target.x, target.y)) target.hp = target.hp - 3 if target.hp <= 0 then target.killed = true end return true end function make_path_node(index, ancestor, depth) return { index = index, ancestor = ancestor } end function path(src_index, dst_index, board) -- Invert source and destination to avoid reversing of path array below local src_index, dst_index = dst_index, src_index local queue = { make_path_node(src_index, nil) } -- Algorithm increments head index instead of removing elements at the head of the array local queue_head_index = 1 local visited = { src_index = 1 } while queue_head_index <= #queue do local node = queue[queue_head_index] queue_head_index = queue_head_index + 1 if node.index == dst_index then local path = {} local n = node while n ~= nil do -- Walks back along the path path[#path + 1] = n.index n = n.ancestor end return path end local x, y = xy(node.index, board.width) for i = 1, #deltas, 2 do local neighbor_index = index(x + deltas[i], y + deltas[i + 1], board.width) if visited[neighbor_index] == nil and (board.grid[neighbor_index] == CLEAR or neighbor_index == dst_index) then queue[#queue + 1] = make_path_node(neighbor_index, node) visited[neighbor_index] = 1 end end end end function move(x, y, targets, board, units) local dst_indexes = find_squares_next_to(targets, board) local current_index = index(x, y, board.width) local shortest_paths = {} for _, dst_index in ipairs(dst_indexes) do local path = path(current_index, dst_index, board) if path then if #shortest_paths == 0 or #path == #shortest_paths[1] then shortest_paths[#shortest_paths + 1] = path elseif #path < #shortest_paths[1] then shortest_paths = { path } end end end if #shortest_paths == 0 then -- No target is reachable return elseif #shortest_paths > 1 then -- Sort shortest paths in reading order table.sort(shortest_paths, function(a, b) return a[#a] < b[#b] end) end local path = shortest_paths[1] local next_index = path[2] -- Update board local unit_id = board.grid[current_index] board.grid[current_index], board.grid[next_index] = CLEAR, unit_id -- Update unit local unit = utils.array_first_where(units, function(a) return a.id == unit_id end) unit.x, unit.y = xy(next_index, board.width) end function tick(board, units) table.sort(units, sort_by_reading_order) local units = utils.array_filter(units, function(a) return not a.dead end) for _, unit in ipairs(units) do if not unit.dead then local targets = find_targets_of(unit, units) if #targets == 0 then return true end -- End of combat! if not attack(unit.x, unit.y, targets, board, units) then move(unit.x, unit.y, targets, board, units) attack(unit.x, unit.y, targets, board, units) end for _, target in ipairs(targets) do if target.killed then target.dead = true target.killed = false -- print(string.format("%s at %d,%d died", initial(target.kind), target.x, target.y)) board.grid[index(target.x, target.y, board.width)] = CLEAR end end end end end function solve(input) local t0 = os.clock() local trim = function(a) return utils.string_trim(a) end local lines = utils.array_map(input, trim) local board, units = parse(lines) visualize(board, units, "Initial state") local rounds = 0 while true do if tick(board, units) then visualize(board, units, string.format("End of combat in round %d", rounds + 1)) break end rounds = rounds + 1 visualize(board, units, string.format("After round %d", rounds)) end local sum = 0 for _, unit in ipairs(units) do if not unit.dead then sum = sum + unit.hp end end local result = rounds * sum print("full rounds: " .. rounds .. ", total remaining hp: " .. sum) local time = os.clock() - t0 print(string.format("Elapsed time: %.4f", time)) return result end local filename = arg[1] or "input.txt" local input = input.read_file(filename) print("Solution: " .. (solve(input) or "not found"))
o = Game.Players.LocalPlayer o.Character.Humanoid.PlatformStand = true bv = Instance.new("BodyAngularVelocity") bv.Parent = o.Character.Torso bv.maxTorque = Vector3.new(math.huge, math.huge, math.huge) bg = Instance.new("BodyGyro") bg.Parent = o.Character.Torso bg.maxTorque = Vector3.new(0, 0, 0) while true do local move = math.random(1, 4) if move == 1 then bv.angularvelocity = Vector3.new(20, 0, 20) end if move == 2 then bv.angularvelocity = Vector3.new(20, 50, 20) end if move == 3 then bv.angularvelocity = Vector3.new(0, 0, 20) end if move == 4 then bv.angularvelocity = Vector3.new(20, 0, 0) end wait(1) end
game.AddParticles("particles/cstm_muzzleflashes.pcf") game.AddParticles("particles/cstm_muzzleflashes2.pcf") PrecacheParticleSystem("cstm_child_sparks_small") PrecacheParticleSystem("cstm_child_sparks_medium") PrecacheParticleSystem("cstm_child_sparks_large") PrecacheParticleSystem("cstm_child_sparks_verylarge") PrecacheParticleSystem("cstm_child_smoke_small") PrecacheParticleSystem("cstm_child_smoke_medium") PrecacheParticleSystem("cstm_child_smoke_large") PrecacheParticleSystem("cstm_child_smoke_verylarge") PrecacheParticleSystem("cstm_child_muzzle_small") PrecacheParticleSystem("cstm_child_muzzle_medium") PrecacheParticleSystem("cstm_child_muzzle_large") PrecacheParticleSystem("cstm_child_heat") PrecacheParticleSystem("cstm_muzzle_pistol") PrecacheParticleSystem("cstm_muzzle_smg") PrecacheParticleSystem("cstm_muzzle_ar") PrecacheParticleSystem("cstm_muzzle_br") PrecacheParticleSystem("cstm_incendiary_hit") PrecacheParticleSystem("cstm_frag_fly") PrecacheParticleSystem("cstm_frag_expl") local pmodel = util.PrecacheModel pmodel("models/attachments/kascope.mdl") pmodel("models/attachments/cmore.mdl") pmodel("models/bunneh/scope01.mdl") pmodel("models/wystan/cmag.mdl") pmodel("models/wystan/2cog.mdl") pmodel("models/wystan/2octorrds.mdl") pmodel("models/wystan/2otech557sight.mdl") pmodel("models/wystan/aimpoint.mdl") pmodel("models/wystan/akrailmount.mdl") pmodel("models/wystan/bipod.mdl") pmodel("models/wystan/foregrip1.mdl") pmodel("models/wystan/m203.mdl") pmodel("models/wystan/rail.mdl") pmodel("models/props_c17/oildrum001.mdl") pmodel("models/props_c17/FurnitureBoiler001a.mdl") /*timer.Simple(3, function() for k, v in pairs(weapons.GetList()) do if v.ThisClass and v.ThisClass:find("cstm_") then if v.ViewModel then pmodel(v.ViewModel) end end end end)*/ FS = {} FS["CSTM_SilencedShot"] = "weapons/m4a1/m4a1-1.wav" local tbl = {channel = CHAN_WEAPON, volume = 1, soundlevel = 120, pitchstart = 100, pitchend = 100} for k, v in pairs(FS) do tbl.name = k tbl.sound = v sound.Add(tbl) end AttEnum = { ["acog"] = 2, ["aimpoint"] = 3, ["eotech"] = 4, ["kobra"] = 5, ["grenadelauncher"] = 6, ["vertgrip"] = 7, ["cmag"] = 8, ["reflex"] = 9, ["laser"] = 10, ["bipod"] = 11, ["riflereflex"] = 12, ["ballistic"] = 13, ["elcan"] = 14} CWAttachments = {} CWAttachmentsMeta = {} CWInternalParts = {} CWInternalPartsMeta = {} local clip, ammo, x, y, old, FT, ply, Lens local BlackAmt, CamData, Ini = 1, {}, true if CLIENT then Lens = surface.GetTextureID("models/wystan/attachments/acog/lense2") end --[[ The following function allows you to register a weapon attachment for use with Customizable Weaponry weapons. The first argument (key) should be a string. This argument has to be what you're going to call the attachment's VElement and WElement name. The second argument (name) should be a string. The name should NOT match any other attachment names. The third argument (num) should be the attachment's number. This number should NOT match any other attachment numbers. The fourth argument (displaytexture) should be the attachment's texture it's going to use in the customization menu. It needs to be set on the client. The fifth argument (scope) should be a table. If it's going to be a scope attachment - here is where shit gets tricky; if it's not going to be a scope - set it to false or nil. == == == == == == == == == == == == The first variable within the scope table you're going to set is the aiming texture, this variable is called mat. The second variable is going to be the size of the texture, this variable is called size. The size should lower as texture resolution rises. So if you are going to draw a 64x64 texture, set size to 0.1, if you're going to draw a 128x128 texture, set size to 0.05, if you're going to draw a 256x256 texture, set size to 0.025 and so on. Regardless, you should still pick the size you think looks best. The third variable is going to be a string, this variable is called dist. This variable is going to tell the difference between his aiming position and the reticle that you can set on a SWEP. So if you set it to "MyAttachmentDist", then in the SWEP's lua file you'll have to set SWEP.MyAttachmentDist to a number. This is primarily used for render target scopes when the texture clips with the model, making it invisible/partially visible. The fourth variable is going to be a number, this variable is called distno. This variable will be used the same way as the variable 'dist', but it'll be used when the weapon's 'dist' variable is not defined. The fifth variable is going to be a string, this variable is called pos. This variable is needed if the attachment you're going to add has back-up sights. The variable should be named after the aiming position. This prevents the code from drawing the aiming reticle when you're using the sight's back-up sights. The sixth variable is going to be a boolean, this boolean is called aimmove. If you set it to true, then the aiming reticle will move along with the weapon when you take aim and move your mouse around. The seventh variable is going to be how much we're going to zoom in when taking aim, this variable is called fovmod. Usually for reflex sights I use 15. (OPTIONAL) The eighth variable is going to be the rendering function, and it should be called renderfunc. This can be used if you're going to make a render target based scope. (in other words, a scope that magnifies) == == == == == == == == == == == == The sixth argument (incompability) should be a table. This table has to contain the attachments it's not compatible with, AKA attachments it should hide when attaching this attachment. The seventh argument (description) should be a table. This table will contain the attachment's description when opening the customization menu and attaching it to a weapon. The eighth argument (attfunc) is going to be a function. This function will be called when you attach the attachment to a weapon. So if you need to modify the weapon's stats - use this function. The ninth argument (deattfunc) is going to be a function. This function will be called when you detach the attachmen from a weapon. So if you need to revert a weapon's stats to what it was - use this function. The tenth argument (modelattfunc) is going to be a function. This function will be called on the CLIENT when you attach the attachment. This function will tell the client what to do with other models when attaching the attachment. You can also use this function to update certain variables without having to network additional stuff. The argument you're going to provide it with is the weapon entity. ]]-- AutoAtt, AutoPart = {}, {} function CSTM_AddAttachment(tbl) //name, num, scope, incompability, description, svattfunc, svdeattfunc, clattfunc, cldeattfunc) CWAttachments[tbl.key] = {key = tbl.key, name = tbl.name, num = tbl.num, displaytexture = tbl.displaytexture, scope = tbl.scope, incompability = tbl.incompability, description = tbl.description, canattach = tbl.canattach, svattfunc = tbl.svattfunc, svdeattfunc = tbl.svdeattfunc, clattfunc = tbl.clattfunc, cldeattfunc = tbl.cldeattfunc} CWAttachmentsMeta[tbl.num] = tbl.key if SERVER then CreateConVar("cstm_att_" .. tbl.key, "0", {FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY}) AutoAtt["cstm_att_" .. tbl.key] = tbl.key else CreateClientConVar("cstm_att_" .. tbl.key .. "_cl", "0", true, true) end end ---- -- WEAPON ATTACHMENTS ---- local NA = {} NA.key = "reflex" NA.name = "Docter" NA.num = 1 if CLIENT then NA.displaytexture = surface.GetTextureID("VGUI/entities/upgr_reflexsight") end NA.scope = {mat = Material("sprites/aim_reticule"), size = 0.04, dist = "DocterDist", distno = 15, aimmove = true, fovmod = 5} NA.incompability = {"acog", "aimpoint", "eotech", "riflereflex", "kobra", "ballistic", "elcan"} NA.description = {[1] = {t = "Provides a bright red reticle to enhance aiming.", c = Color(150, 255, 150, 255)}} NA.clattfunc = function(wep) wep.AimPos = wep.ReflexPos wep.AimAng = wep.ReflexAng wep.HasInstalledScope = true if wep.VElements["rail"] then wep.VElements["rail"].color.a = 255 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 255 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 1) wep.VElements["rear"].modelEnt:SetBodygroup(1, 1) end end NA.cldeattfunc = function(wep) wep.AimPos = wep.AimPos_Orig wep.AimAng = wep.AimAng_Orig wep.HasInstalledScope = false if wep.VElements["rail"] then wep.VElements["rail"].color.a = 0 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 0 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 0) wep.VElements["rear"].modelEnt:SetBodygroup(1, 0) end end CSTM_AddAttachment(NA) NA.key = "kobra" NA.name = "Kobra" NA.num = 2 if CLIENT then NA.displaytexture = surface.GetTextureID("VGUI/entities/upgr_kobra") end NA.scope = {mat = Material("sprites/kobra_sight"), size = 0.3, dist = "KobraDist", distno = 15, aimmove = true, fovmod = 18} NA.incompability = {"acog", "eotech", "reflex", "aimpoint", "riflereflex", "ballistic"} NA.description = {[1] = {t = "Provides a bright red three-part reticle to enhance aiming.", c = Color(150, 255, 150, 255)}, [2] = {t = "Slightly increases aim zoom.", c = Color(150, 255, 150, 255)}} NA.clattfunc = function(wep) wep.AimPos = wep.KobraPos wep.AimAng = wep.KobraAng wep.HasInstalledScope = true if wep.VElements["rail"] then wep.VElements["rail"].color.a = 255 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 255 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 1) wep.VElements["rear"].modelEnt:SetBodygroup(1, 1) end end NA.cldeattfunc = function(wep) wep.AimPos = wep.AimPos_Orig wep.AimAng = wep.AimAng_Orig wep.HasInstalledScope = false if wep.VElements["rail"] then wep.VElements["rail"].color.a = 0 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 0 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 0) wep.VElements["rear"].modelEnt:SetBodygroup(1, 0) end end CSTM_AddAttachment(NA) NA = {} NA.key = "riflereflex" NA.name = "Reflex sight" NA.num = 3 if CLIENT then NA.displaytexture = surface.GetTextureID("VGUI/entities/upgr_riflereflex") end NA.scope = {mat = Material("sprites/aim_reticule"), size = 0.04, dist = "RReflexDist", distno = 15, aimmove = true, fovmod = 18} NA.incompability = {"acog", "eotech", "reflex", "aimpoint", "kobra", "ballistic", "elcan"} NA.description = {[1] = {t = "Provides a bright red reticle to enhance aiming.", c = Color(150, 255, 150, 255)}, [2] = {t = "Slightly increases aim zoom.", c = Color(150, 255, 150, 255)}} NA.clattfunc = function(wep) wep.AimPos = wep.RReflexPos wep.AimAng = wep.RReflexAng wep.HasInstalledScope = true if wep.VElements["rail"] then wep.VElements["rail"].color.a = 255 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 255 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 1) wep.VElements["rear"].modelEnt:SetBodygroup(1, 1) end end NA.cldeattfunc = function(wep) wep.AimPos = wep.AimPos_Orig wep.AimAng = wep.AimAng_Orig wep.HasInstalledScope = false if wep.VElements["rail"] then wep.VElements["rail"].color.a = 0 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 0 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 0) wep.VElements["rear"].modelEnt:SetBodygroup(1, 0) end end CSTM_AddAttachment(NA) NA = {} NA.key = "eotech" NA.name = "EoTech 557" NA.num = 4 if CLIENT then NA.displaytexture = surface.GetTextureID("VGUI/entities/upgr_eotech557") end NA.scope = {mat = Material("sprites/eotech_reddot"), size = 0.375, dist = "EoTechDist", distno = 15, aimmove = true, fovmod = 18} NA.incompability = {"acog", "aimpoint", "reflex", "riflereflex", "kobra", "ballistic", "elcan"} NA.description = {[1] = {t = "Provides a bright red sphere-like reticle to enhance aiming.", c = Color(150, 255, 150, 255)}, [2] = {t = "Slightly increases aim zoom.", c = Color(150, 255, 150, 255)}} NA.clattfunc = function(wep) wep.AimPos = wep.ReflexPos wep.AimAng = wep.ReflexAng wep.HasInstalledScope = true if wep.NoRail != true and wep.EoTechWithRail != true then wep.VElements["rail"].color.a = 0 if wep.WElements and wep.WElements["rail"] then wep.WElements["rail"].color.a = 0 end elseif wep.EoTechWithRail then if wep.VElements["rail"] then wep.VElements["rail"].color.a = 255 end if wep.WElements then if wep.WElements and wep.WElements["rail"] then wep.WElements["rail"].color.a = 255 end end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 1) wep.VElements["rear"].modelEnt:SetBodygroup(1, 1) end end NA.cldeattfunc = function(wep) wep.AimPos = wep.AimPos_Orig wep.AimAng = wep.AimAng_Orig wep.HasInstalledScope = false if wep.VElements["rail"] then wep.VElements["rail"].color.a = 0 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 0 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 0) wep.VElements["rear"].modelEnt:SetBodygroup(1, 0) end end CSTM_AddAttachment(NA) NA = {} NA.key = "aimpoint" NA.name = "Aimpoint" NA.num = 5 if CLIENT then NA.displaytexture = surface.GetTextureID("VGUI/entities/upgr_aimpoint") end NA.scope = {mat = Material("sprites/aim_reticule"), size = 0.04, dist = "AimpointDist", distno = 15, aimmove = true, fovmod = 21} NA.incompability = {"acog", "eotech", "reflex", "riflereflex", "kobra", "ballistic", "elcan"} NA.description = {[1] = {t = "Provides a bright red reticle to enhance aiming.", c = Color(150, 255, 150, 255)}, [2] = {t = "Moderately increases aim zoom.", c = Color(150, 255, 150, 255)}} NA.clattfunc = function(wep) wep.AimPos = wep.ScopePos wep.AimAng = wep.ScopeAng wep.HasInstalledScope = true if wep.VElements["rail"] then wep.VElements["rail"].color.a = 255 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 255 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 1) wep.VElements["rear"].modelEnt:SetBodygroup(1, 1) end end NA.cldeattfunc = function(wep) wep.AimPos = wep.AimPos_Orig wep.AimAng = wep.AimAng_Orig wep.HasInstalledScope = false if wep.VElements["rail"] then wep.VElements["rail"].color.a = 0 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 0 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 0) wep.VElements["rear"].modelEnt:SetBodygroup(1, 0) end end CSTM_AddAttachment(NA) NA = {} NA.key = "elcan" NA.name = "ELCAN C79" NA.num = 6 if CLIENT then NA.displaytexture = surface.GetTextureID("VGUI/entities/upgr_elcan") end NA.scope = {mat = Material("sprites/elcan_reticle"), size = 1, dist = "ELCANDist", distno = 4, pos = "ELCANPos", fovmod = 21, renderfunc = function(wep) ply = LocalPlayer() FT = FrameTime() if wep:GetDTInt(3) != 1 or not wep.DrawTable then BlackAmt = math.Approach(BlackAmt, 1, FT * 6) else BlackAmt = math.Approach(BlackAmt, 0, FT * 6) end x, y = ScrW(), ScrH() old = render.GetRenderTarget() CamData.angles = ply:EyeAngles() + ply:GetPunchAngle() CamData.origin = ply:GetShootPos() CamData.x = 0 CamData.y = 0 CamData.w = 256 CamData.h = 256 CamData.fov = 6.5 CamData.drawviewmodel = false CamData.drawhud = false render.SetRenderTarget(wep.AcogRT) render.SetViewPort(0, 0, 256, 256) if not Ini then render.RenderView(CamData) cam.Start2D() surface.SetDrawColor(150, 150, 150, 245 * BlackAmt) surface.SetTexture(Lens) surface.DrawTexturedRect(0, 0, 256, 256) cam.End2D() end render.SetViewPort(0, 0, x, y) render.SetRenderTarget(old) Ini = false if wep.AcogGlass then wep.AcogGlass:SetTexture("$basetexture", wep.AcogRT) end end} NA.incompability = {"acog", "aimpoint", "eotech", "reflex", "riflereflex", "kobra", "ballistic"} NA.description = {[1] = {t = "Provides 3.4x magnification.", c = Color(150, 255, 150, 255)}, [2] = {t = "Has back up sights that can be used by double tapping your USE KEY while aiming.", c = Color(150, 255, 150, 255)}, [3] = {t = "Can be disorienting when engaging targets at close range.", c = Color(255, 110, 96, 255)}} NA.clattfunc = function(wep) wep.AimPos = wep.ELCANPos wep.AimAng = wep.ELCANAng wep.HasInstalledScope = true if wep.VElements["rail"] then wep.VElements["rail"].color.a = 255 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 255 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 1) wep.VElements["rear"].modelEnt:SetBodygroup(1, 1) end end NA.cldeattfunc = function(wep) wep.AimPos = wep.AimPos_Orig wep.AimAng = wep.AimAng_Orig wep.HasInstalledScope = false if wep.VElements["rail"] then wep.VElements["rail"].color.a = 0 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 0 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 0) wep.VElements["rear"].modelEnt:SetBodygroup(1, 0) end end CSTM_AddAttachment(NA) NA = {} NA.key = "acog" NA.name = "ACOG 4x" NA.num = 7 if CLIENT then NA.displaytexture = surface.GetTextureID("VGUI/entities/upgr_acog") end NA.scope = {mat = Material("sprites/acog_tri"), size = 0.2, dist = "ACOGDist", pos = "ACOGPos", fovmod = 21, renderfunc = function(wep) ply = LocalPlayer() FT = FrameTime() if wep:GetDTInt(3) != 1 or not wep.DrawTable then BlackAmt = math.Approach(BlackAmt, 1, FT * 6) else BlackAmt = math.Approach(BlackAmt, 0, FT * 6) end x, y = ScrW(), ScrH() old = render.GetRenderTarget() CamData.angles = ply:EyeAngles() + ply:GetPunchAngle() CamData.origin = ply:GetShootPos() CamData.x = 0 CamData.y = 0 CamData.w = 256 CamData.h = 256 CamData.fov = 4 CamData.drawviewmodel = false CamData.drawhud = false render.SetRenderTarget(wep.AcogRT) render.SetViewPort(0, 0, 256, 256) if not Ini then render.RenderView(CamData) cam.Start2D() surface.SetDrawColor(150, 150, 150, 245 * BlackAmt) surface.SetTexture(Lens) surface.DrawTexturedRect(0, 0, 256, 256) cam.End2D() end render.SetViewPort(0, 0, x, y) render.SetRenderTarget(old) Ini = false if wep.AcogGlass then wep.AcogGlass:SetTexture("$basetexture", wep.AcogRT) end end} NA.incompability = {"aimpoint", "eotech", "reflex", "riflereflex", "kobra", "ballistic", "elcan"} NA.description = {[1] = {t = "Provides 4x magnification.", c = Color(150, 255, 150, 255)}, [2] = {t = "Provides a chevron upside-down 'V' reticle to enhance aiming.", c = Color(150, 255, 150, 255)}, [3] = {t = "Has back up sights that can be used by double tapping your USE KEY while aiming.", c = Color(150, 255, 150, 255)}, [4] = {t = "Can be disorienting when engaging targets at close range.", c = Color(255, 110, 96, 255)}} NA.clattfunc = function(wep) wep.AimPos = wep.ACOGPos wep.AimAng = wep.ACOGAng wep.HasInstalledScope = true if wep.VElements["rail"] then wep.VElements["rail"].color.a = 255 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 255 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 1) wep.VElements["rear"].modelEnt:SetBodygroup(1, 1) end end NA.cldeattfunc = function(wep) wep.AimPos = wep.AimPos_Orig wep.AimAng = wep.AimAng_Orig wep.HasInstalledScope = false if wep.VElements["rail"] then wep.VElements["rail"].color.a = 0 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 0 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 0) wep.VElements["rear"].modelEnt:SetBodygroup(1, 0) end end CSTM_AddAttachment(NA) NA = {} NA.key = "ballistic" NA.name = "Ballistic 12x" NA.num = 8 if CLIENT then NA.displaytexture = surface.GetTextureID("VGUI/entities/upgr_ballistic") end NA.scope = {mat = Material("gcellmats/scope_rifle"), size = 4, dist = "BallisticDist", fovmod = 21, renderfunc = function(wep) ply = LocalPlayer() FT = FrameTime() if wep:GetDTInt(3) != 1 or not wep.DrawTable then BlackAmt = math.Approach(BlackAmt, 1, FT * 6) else BlackAmt = math.Approach(BlackAmt, 0, FT * 6) end x, y = ScrW(), ScrH() old = render.GetRenderTarget() wep.CurFOV = math.Approach(wep.CurFOV, wep.TargetFOV, FT * 10) CamData.angles = ply:EyeAngles() + ply:GetPunchAngle() CamData.origin = ply:GetShootPos() CamData.x = 0 CamData.y = 0 CamData.w = 256 CamData.h = 256 CamData.fov = wep.CurFOV CamData.drawviewmodel = false CamData.drawhud = false render.SetRenderTarget(wep.AcogRT) render.SetViewPort(0, 0, 256, 256) if not Ini then render.RenderView(CamData) cam.Start2D() surface.SetDrawColor(150, 150, 150, 245 * BlackAmt) surface.SetTexture(Lens) surface.DrawTexturedRect(0, 0, 256, 256) cam.End2D() end render.SetViewPort(0, 0, x, y) render.SetRenderTarget(old) Ini = false if wep.AcogGlass then wep.AcogGlass:SetTexture("$basetexture", wep.AcogRT) end end} NA.incompability = {"aimpoint", "acog", "eotech", "reflex", "riflereflex", "kobra", "elcan"} NA.description = {[1] = {t = "Greatly increases aim zoom.", c = Color(150, 255, 150, 255)}, [2] = {t = "Magnification levels can be adjusted with the mouse wheel.", c = Color(150, 255, 150, 255)}, [3] = {t = "Is very disorienting when engaging targets at close range.", c = Color(255, 110, 96, 255)}} NA.clattfunc = function(wep) wep.AimPos = wep.BallisticPos wep.AimAng = wep.BallisticAng wep.HasInstalledScope = true end NA.cldeattfunc = function(wep) wep.AimPos = wep.AimPos_Orig wep.AimAng = wep.AimAng_Orig wep.HasInstalledScope = false if wep.VElements["rail"] then wep.VElements["rail"].color.a = 0 end if wep.WElements then if wep.WElements["rail"] then wep.WElements["rail"].color.a = 0 end end if wep.VElements["front"] and wep.VElements["rear"] then wep.VElements["front"].modelEnt:SetBodygroup(1, 0) wep.VElements["rear"].modelEnt:SetBodygroup(1, 0) end end CSTM_AddAttachment(NA) NA = {} NA.key = "vertgrip" NA.name = "Foregrip" NA.num = 9 NA.scope = nil if CLIENT then NA.displaytexture = surface.GetTextureID("VGUI/entities/upgr_vertgrip") end NA.incompability = {"grenadelauncher", "bipod"} NA.description = {[1] = {t = "Decreases maximum spread from continuous fire by 50%", c = Color(150, 255, 150, 255)}, [2] = {t = "Decreases spread increase from movement by 35%", c = Color(150, 255, 150, 255)}, [3] = {t = "Decreases recoil by 20%", c = Color(150, 255, 150, 255)}} NA.svattfunc = function(wep) if not wep.InstalledGrip then wep.RecoilMods.vertgrip = 0.8 wep.VelocitySensivity = wep.VelocitySensivity * 0.65 wep.InstalledGrip = true wep.OtherMods.vertgrip = {mod = "ConeInaccuracyAff1", value = 0.5} //wep.ConeInaccuracyAff1 = wep.ConeInaccuracyAff1 * 0.5 end end NA.svdeattfunc = function(wep) wep.VelocitySensivity = wep.VelocitySensivity / 0.65 wep.RecoilMods.vertgrip = 1 wep.InstalledGrip = false //wep.ConeInaccuracyAff1 = wep.ConeInaccuracyAff1 / 0.5 wep.OtherMods.vertgrip = {mod = "ConeInaccuracyAff1", value = 1} end CSTM_AddAttachment(NA) NA = {} NA.key = "grenadelauncher" NA.name = "M203" NA.num = 10 NA.scope = nil if CLIENT then NA.displaytexture = surface.GetTextureID("VGUI/entities/upgr_m203") end NA.incompability = {"vertgrip", "bipod"} NA.description = {[1] = {t = "Allows the use of an underslung grenade launcher.", c = Color(150, 255, 150, 255)}, [2] = {t = "Cannot aim down sights while M203 mode is enabled.", c = Color(255, 110, 96, 255)}, [3] = {t = "To use - hold USE KEY, press SECONDARY ATTACK KEY and then take aim.", c = Color(255, 255, 255, 255)}, [4] = {t = "To switch back to rifle mode - hold USE KEY, press SECONDARY ATTACK KEY.", c = Color(255, 255, 255, 255)}} NA.svattfunc = function(wep) SendUserMessage("M203_OFF", wep.Owner) wep.SecondaryAtt = 1 end NA.svdeattfunc = function(wep) SendUserMessage("M203_OFF", wep.Owner) wep.Grenade = false wep.SecondaryAtt = 0 end CSTM_AddAttachment(NA) NA = {} NA.key = "bipod" NA.name = "Bipod" NA.num = 11 NA.scope = nil if CLIENT then NA.displaytexture = surface.GetTextureID("VGUI/entities/upgr_bipod") end NA.incompability = {"vertgrip", "grenadelauncher"} NA.description = {[1] = {t = "When deployed:", c = Color(255, 255, 255, 255)}, [2] = {t = "Decreases recoil by 70% when firing while aiming.", c = Color(150, 255, 150, 255)}, [3] = {t = "Decreases recoil by 60% when hip-firing.", c = Color(150, 255, 150, 255)}, [4] = {t = "Increases hip-fire accuracy greatly.", c = Color(150, 255, 150, 255)}, [5] = {t = "Decreases mouse sensitivity by 25%", c = Color(255, 110, 96, 255)}} NA.svattfunc = function(wep) wep.InstalledBipod = true end NA.svdeattfunc = function(wep) wep.InstalledBipod = false wep:SetDTBool(1, false) end CSTM_AddAttachment(NA) NA = {} NA.key = "cmag" NA.name = "C-Mag" NA.num = 12 NA.scope = nil if CLIENT then NA.displaytexture = surface.GetTextureID("VGUI/entities/upgr_cmag") end NA.description = {[1] = {t = "Increases magazine size to 100 rounds.", c = Color(150, 255, 150, 255)}, [2] = {t = "Decreases reload speed by 20%", c = Color(255, 110, 96, 255)}} NA.svattfunc = function(wep) clip = wep:Clip1() ammo = wep.Owner:GetAmmoCount(wep.Primary.Ammo) wep:SetClip1(0) wep.Owner:SetAmmo(ammo + clip, wep:GetPrimaryAmmoType()) wep.Primary.ClipSize = 100 wep.ReloadSpeed = wep.ReloadSpeed * 0.8 wep.CMagInstalled = true umsg.Start("NWSPD") umsg.Entity(wep) umsg.Float(0.8) umsg.End() end NA.svdeattfunc = function(wep) clip = wep:Clip1() ammo = wep.Owner:GetAmmoCount(wep.Primary.Ammo) wep:SetClip1(0) wep.Owner:SetAmmo(ammo + clip, wep:GetPrimaryAmmoType()) wep.Primary.ClipSize = wep.Primary.ClipSize_Orig wep.ReloadSpeed = wep.ReloadSpeed / 0.8 wep.CMagInstalled = false umsg.Start("NWSPD") umsg.Entity(wep) umsg.Float(1) umsg.End() end NA.clattfunc = function(wep) wep.Primary.ClipSize = 100 end NA.cldeattfunc = function(wep) wep.Primary.ClipSize = wep.Primary.ClipSize_Orig end CSTM_AddAttachment(NA) NA = {} NA.key = "laser" NA.name = "Laser sight" NA.num = 13 NA.scope = nil if CLIENT then NA.displaytexture = surface.GetTextureID("VGUI/entities/upgr_lasersight") end NA.description = {[1] = {t = "Decreases hip-fire spread by 60%", c = Color(150, 255, 150, 255)}, [2] = {t = "Decreases spread increase from movement by 30%", c = Color(150, 255, 150, 255)}, [3] = {t = "Decreases spread increase speed from continuous fire by 15%", c = Color(150, 255, 150, 255)}} NA.svattfunc = function(wep) wep.VelocitySensivity = wep.VelocitySensivity * 0.7 wep.InaccAff1 = wep.InaccAff1 * 0.85 wep.InstalledLaser = true end NA.svdeattfunc = function(wep) wep.VelocitySensivity = wep.VelocitySensivity / 0.7 wep.InaccAff1 = wep.InaccAff1 / 0.85 wep.InstalledLaser = false end CSTM_AddAttachment(NA) function CSTM_AddInternalPartMod(tbl) CWInternalParts[tbl.key] = {key = tbl.key, name = tbl.name, num = tbl.num, description = tbl.description, displaytexture = tbl.displaytexture, svattfunc = tbl.svattfunc, svdeattfunc = tbl.svdeattfunc} CWInternalPartsMeta[tbl.num] = tbl.key if SERVER then CreateConVar("cstm_part_" .. tbl.key, "0", {FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY}) AutoPart["cstm_part_" .. tbl.key] = tbl.key else CreateClientConVar("cstm_part_" .. tbl.key .. "_cl", "0", true, true) end end ---- -- INTERNAL WEAPON PARTS ---- local NIP = {} NIP.key = "hbar" NIP.name = "Heavy barrel" NIP.num = 1 NIP.description = {[1] = {t = "Increases damage by 10%", c = Color(150, 255, 150, 255)}, [2] = {t = "Slightly increases aimed accuracy.", c = Color(150, 255, 150, 255)}, [3] = {t = "Increases recoil by 15%", c = Color(255, 110, 96, 255)}} if CLIENT then NIP.displaytexture = surface.GetTextureID("VGUI/entities/cstm_part_hbar") end NIP.svattfunc = function(wep) wep.DamageMods.hbar = 1.1 wep.RecoilMods.hbar = 1.15 wep.AimConeMods.hbar = 0.95 end NIP.svdeattfunc = function(wep) wep.DamageMods.hbar = 1 wep.RecoilMods.hbar = 1 wep.AimConeMods.hbar = 1 end CSTM_AddInternalPartMod(NIP) NIP = {} NIP.key = "lbar" NIP.name = "Light barrel" NIP.num = 2 NIP.description = {[1] = {t = "Decreases recoil by 15%", c = Color(150, 255, 150, 255)}, [2] = {t = "Decreases damage by 10%", c = Color(255, 110, 96, 255)}, [3] = {t = "Slightly decreases aimed accuracy.", c = Color(255, 110, 96, 255)}} if CLIENT then NIP.displaytexture = surface.GetTextureID("VGUI/entities/cstm_part_lbar") end NIP.svattfunc = function(wep) wep.DamageMods.lbar = 0.9 wep.RecoilMods.lbar = 0.85 wep.AimConeMods.lbar = 1.1 end NIP.svdeattfunc = function(wep) wep.DamageMods.lbar = 1 wep.RecoilMods.lbar = 1 wep.AimConeMods.lbar = 1 end CSTM_AddInternalPartMod(NIP) NIP = {} NIP.key = "hframe" NIP.name = "Heavy frame" NIP.num = 3 NIP.description = {[1] = {t = "Decreases recoil by 10%", c = Color(150, 255, 150, 255)}, [2] = {t = "Decreases mouse sensitivity by 20%", c = Color(255, 110, 96, 255)}} if CLIENT then NIP.displaytexture = surface.GetTextureID("VGUI/entities/cstm_part_hframe") end NIP.svattfunc = function(wep) wep.RecoilMods.hframe = 0.9 umsg.Start("MOUSESENS", wep.Owner) umsg.Float(0.8) umsg.End() end NIP.svdeattfunc = function(wep) wep.RecoilMods.hframe = 1 umsg.Start("MOUSESENS", wep.Owner) umsg.Float(1) umsg.End() end CSTM_AddInternalPartMod(NIP) NIP = {} NIP.key = "burstconvert" NIP.num = 4 NIP.name = "Burst-fire conversion" NIP.description = {[1] = {t = "Converts the weapon to fire in 3-round bursts.", c = Color(150, 255, 150, 255)}, [2] = {t = "Increases rate of fire by 40%", c = Color(150, 255, 150, 255)}, [3] = {t = "Semi-automatic not usable.", c = Color(255, 110, 96, 255)}, [4] = {t = "Increases recoil by 15%", c = Color(255, 110, 96, 255)}} if CLIENT then NIP.displaytexture = surface.GetTextureID("VGUI/entities/cstm_part_burstfire") end NIP.svattfunc = function(wep) wep.FirerateMods.burstconvert = 0.6 wep.RecoilMods.burstconvert = 1.15 wep.FireModes_old = wep.FireModes wep.FireModes = {"3burst", "safe"} wep.FireMode = "3burst" wep.OtherMods.burstconvert = {mod = "BurstAccMod", value = 2} wep.Primary.Automatic = true net.Start("SENDFIREMODES") net.WriteTable({"3burst", "safe"}) net.Send(wep.Owner) end NIP.svdeattfunc = function(wep) wep.FirerateMods.burstconvert = 1 wep.RecoilMods.burstconvert = 1 wep.FireModes = wep.FireModes_old wep.FireMode = wep.FireModes[1] wep.OtherMods.burstconvert = {mod = "BurstAccMod", value = 1} wep.Primary.Automatic = wep.FireModeNames[wep.FireModes[1]].auto net.Start("SENDFIREMODES") net.WriteTable(wep.FireModes) net.Send(wep.Owner) end CSTM_AddInternalPartMod(NIP) NIP = {} NIP.key = "autoconvert" NIP.num = 5 NIP.name = "Full-auto conversion" NIP.description = {[1] = {t = "Converts the weapon to fire in full-auto.", c = Color(150, 255, 150, 255)}, [2] = {t = "Increases rate of fire by 20%", c = Color(150, 255, 150, 255)}, [3] = {t = "Semi-automatic not usable.", c = Color(255, 110, 96, 255)}, [4] = {t = "Increases recoil by 15%", c = Color(255, 110, 96, 255)}} if CLIENT then NIP.displaytexture = surface.GetTextureID("VGUI/entities/cstm_part_fullauto") end NIP.svattfunc = function(wep) wep.FirerateMods.autoconvert = 0.8 wep.RecoilMods.autoconvert = 1.15 wep.FireModes_old = wep.FireModes wep.FireModes = {"auto", "safe"} wep.FireMode = "auto" wep.Primary.Automatic = true net.Start("SENDFIREMODES") net.WriteTable({"auto", "safe"}) net.Send(wep.Owner) end NIP.svdeattfunc = function(wep) wep.FirerateMods.autoconvert = 1 wep.RecoilMods.autoconvert = 1 wep.FireModes = wep.FireModes_old wep.FireMode = wep.FireModes[1] wep.Primary.Automatic = wep.FireModeNames[wep.FireModes[1]].auto net.Start("SENDFIREMODES") net.WriteTable(wep.FireModes) net.Send(wep.Owner) end CSTM_AddInternalPartMod(NIP) NIP = {} NIP.key = "ergonomichandle" NIP.num = 6 NIP.name = "Ergonomic grip" NIP.description = {[1] = {t = "Decreases maximum spread from continuous fire by 15%", c = Color(150, 255, 150, 255)}} if CLIENT then NIP.displaytexture = surface.GetTextureID("VGUI/entities/cstm_part_ergonomichandle") end NIP.svattfunc = function(wep) wep.OtherMods.ergonomichandle = {mod = "ConeInaccuracyAff1", value = 0.85} end NIP.svdeattfunc = function(wep) wep.OtherMods.ergonomichandle = {mod = "ConeInaccuracyAff1", value = 1} end CSTM_AddInternalPartMod(NIP) NIP = {} NIP.key = "gasdir" NIP.num = 7 NIP.name = "Forced gas direction" NIP.description = {[1] = {t = "Increases damage by 10%.", c = Color(150, 255, 150, 255)}, [2] = {t = "Slightly increases aimed accuracy.", c = Color(150, 255, 150, 255)}, [3] = {t = "Increases recoil by 15%.", c = Color(255, 110, 96, 255)}} if CLIENT then NIP.displaytexture = surface.GetTextureID("VGUI/entities/cstm_part_gasdir") end NIP.svattfunc = function(wep) wep.DamageMods.gasdir = 1.1 wep.AimConeMods.gasdir = 0.95 wep.RecoilMods.gasdir = 1.15 end NIP.svdeattfunc = function(wep) wep.DamageMods.gasdir = 1 wep.AimConeMods.gasdir = 1 wep.RecoilMods.gasdir = 1 end CSTM_AddInternalPartMod(NIP) NIP = {} NIP.key = "customstock" NIP.num = 8 NIP.name = "Custom-fit stock" NIP.description = {[1] = {t = "Decreases maximum spread from continuous fire by 15%", c = Color(150, 255, 150, 255)}} if CLIENT then NIP.displaytexture = surface.GetTextureID("VGUI/entities/cstm_part_customstock") end NIP.svattfunc = function(wep) wep.OtherMods.customstock = {mod = "ConeInaccuracyAff1", value = 0.85} end NIP.svdeattfunc = function(wep) wep.OtherMods.customstock = {mod = "ConeInaccuracyAff1", value = 1} end CSTM_AddInternalPartMod(NIP) NIP = {} NIP.key = "lightbolt" NIP.num = 9 NIP.name = "Light bolt" NIP.description = {[1] = {t = "Decreases recoil by 10%", c = Color(150, 255, 150, 255)}, [2] = {t = "Increases rate of fire by 5%", c = Color(150, 255, 150, 255)}} if CLIENT then NIP.displaytexture = surface.GetTextureID("VGUI/entities/cstm_part_lightbolt") end NIP.svattfunc = function(wep) wep.RecoilMods.lightbolt = 0.9 wep.FirerateMods.lightbolt = 0.95 end NIP.svdeattfunc = function(wep) wep.RecoilMods.lightbolt = 1 wep.FirerateMods.lightbolt = 1 end CSTM_AddInternalPartMod(NIP) NIP = {} NIP.key = "heavybolt" NIP.num = 10 NIP.name = "Heavy bolt" NIP.description = {[1] = {t = "Slightly increases aimed accuracy.", c = Color(150, 255, 150, 255)}, [2] = {t = "Decreases rate of fire by 10%.", c = Color(255, 110, 96, 255)}} if CLIENT then NIP.displaytexture = surface.GetTextureID("VGUI/entities/cstm_part_heavybolt") end NIP.svattfunc = function(wep) wep.AimConeMods.heavybolt = 0.85 wep.FirerateMods.heavybolt = 1.1 end NIP.svdeattfunc = function(wep) wep.AimConeMods.heavybolt = 1 wep.FirerateMods.heavybolt = 1 end CSTM_AddInternalPartMod(NIP) NIP = {} NIP.key = "autoconvertv2" NIP.num = 11 NIP.name = "Full-auto conversion" NIP.description = {[1] = {t = "Converts the weapon to fire in full-auto.", c = Color(150, 255, 150, 255)}, [2] = {t = "Semi-automatic not usable.", c = Color(255, 110, 96, 255)}, [3] = {t = "Increases recoil by 15%", c = Color(255, 110, 96, 255)}} if CLIENT then NIP.displaytexture = surface.GetTextureID("VGUI/entities/cstm_part_fullauto") end NIP.svattfunc = function(wep) wep.RecoilMods.autoconvert = 1.15 wep.FireModes_old = wep.FireModes wep.FireModes = {"auto", "safe"} wep.FireMode = "auto" wep.Primary.Automatic = true net.Start("SENDFIREMODES") net.WriteTable({"auto", "safe"}) net.Send(wep.Owner) end NIP.svdeattfunc = function(wep) wep.RecoilMods.autoconvert = 1 wep.FireModes = wep.FireModes_old wep.FireMode = wep.FireModes[1] wep.Primary.Automatic = wep.FireModeNames[wep.FireModes[1]].auto net.Start("SENDFIREMODES") net.WriteTable(wep.FireModes) net.Send(wep.Owner) end CSTM_AddInternalPartMod(NIP) ---- -- AMMO TYPES ---- AmmoTypes = { ["incendiary"] = {name = "Incendiary", num = 1, penmod = 0.75, func = function(ply, wep) wep.DamageMods.incendiary = 0.7 wep.LastDamageMods.Ammo = "incendiary" end}, ["ap"] = {name = "Armor Piercing", num = 2, penmod = 1.15}, ["hp"] = {name = "Hollow Point", num = 3, penmod = 0.85}, ["magnum"] = {name = "Magnum", num = 4, penmod = 1.1, selfunc = function(ply, wep) wep.DamageMods.magnum = 1.2 wep.RecoilMods.magnum = 1.25 end, deselfunc = function(ply, wep) wep.DamageMods.magnum = 1 wep.RecoilMods.magnum = 1 end}, ["slug"] = {name = "Slug", num = 6, penmod = 5, selfunc = function(ply, wep) wep.PrevStats = {shot = wep.Primary.NumShots, velsens = wep.VelocitySensivity, clumpspread = wep.ClumpSpread, damdec = wep.DamageDecayMod} wep.DamageMods.slug = 10 wep.AimConeMods.slug = 0.05 wep.Primary.NumShots = 1 wep.ClumpSpread = 0 wep.VelocitySensivity = 1.6 wep.DamageDecayMod = 1 wep:CalculateDamageDecay() umsg.Start("NBUL", ply) umsg.Short(1) umsg.End() end, deselfunc = function(ply, wep) wep.DamageMods.slug = 1 wep.AimConeMods.slug = 1 end}, ["birdshot"] = {name = "Birdshot", num = 7, penmod = 0.5, selfunc = function(ply, wep) wep.PrevStats = {shot = wep.Primary.NumShots, velsens = wep.VelocitySensivity, clumpspread = 0, damdec = wep.DamageDecayMod} wep.DamageMods.birdshot = 0.07692 wep.RecoilMods.birdshot = 0.5 wep.HipConeMods.birdshot = 0.6 wep.Primary.NumShots = 20 wep.ClumpSpread = wep.IronsightsCone wep.VelocitySensivity = 0.2 wep.DamageDecayMod = 2.5 wep:CalculateDamageDecay() umsg.Start("NBUL", ply) umsg.Short(20) umsg.End() end, deselfunc = function(ply, wep) wep.DamageMods.birdshot = 1 wep.RecoilMods.birdshot = 1 wep.HipConeMods.birdshot = 1 end}, ["frag"] = {name = "Frag", num = 10, penmod = 1}, ["smoke"] = {name = "Smoke", num = 11, penmod = 1}} local mag, wep function TWeps_LowAmmo(w, p) if tonumber(p:GetInfo("cstm_lowammo")) <= 0 then return end mag = w:Clip1() if mag < w.Primary.ClipSize * 0.33 then w:EmitSound("weapons/ClipEmpty_Rifle.wav", 100 - (mag * 4), 100) end end function TWeps_Move(p, m) if p:Alive() then wep = p:GetActiveWeapon() if IsValid(wep) then if wep.IsCSTMWeapon then if not p:KeyDown(IN_SPEED) then if wep:GetDTInt(3) == 1 then if p:Crouching() then m:SetMaxSpeed(p:GetWalkSpeed() * p:GetCrouchedWalkSpeed()) else m:SetMaxSpeed(p:GetWalkSpeed() * 0.7) end end end end end end end hook.Add("Move", "TWeps_Move", TWeps_Move) Calibers = {} function AddAmmoType(name, text) game.AddAmmoType({name = name, dmgtype = DMG_BULLET, force = 10, maxsplash = 0, minsplash = 0, npcdmg = 18, plydmg = 18, tracer = 3}) if CLIENT then language.Add(name .. "_ammo", text) end table.insert(Calibers, {ammo = name, name = text}) end AddAmmoType("9x18MM", "9x18MM Ammo") AddAmmoType("9x19MM 7N21", "9x19MM 7N21 Ammo") AddAmmoType("9x19MM", "9x19MM Ammo") AddAmmoType("7.65x17MM", "7.65x17MM Ammo") AddAmmoType("4.6x30MM", "4.6x30MM Ammo") AddAmmoType("5.7x28MM", "5.7x28MM Ammo") AddAmmoType("5.45x39MM", "5.45x39MM Ammo") AddAmmoType("9x39MM", "9x39MM Ammo") AddAmmoType("5.56x45MM", "5.56x45MM Ammo") AddAmmoType("6x35MM", "6x35MM Ammo") AddAmmoType("7.62x39MM", "7.62x39MM Ammo") AddAmmoType("7.62x51MM", "7.62x51MM Ammo") AddAmmoType("7.62x54MMR", "7.62x54MMR Ammo") AddAmmoType("7.92x57MM", "7.92x57MM Ammo") AddAmmoType(".45ACP", ".45 ACP Ammo") AddAmmoType(".50AE", ".50 AE Ammo") AddAmmoType(".30-30", ".30-30 Ammo") AddAmmoType(".338", ".338 Ammo") AddAmmoType(".50BMG", ".50 BMG Ammo") AddAmmoType("12G", "12 Gauge Ammo") AddAmmoType("6G", "6 Gauge Ammo") AddAmmoType(".357", ".357 Magnum Ammo") AddAmmoType(".44", ".44 Magnum Ammo") AddAmmoType("40MM_HE", "40MM High Explosive") AddAmmoType("40MM_CE", "40MM Centered Explosion") AddAmmoType("40MM_Smoke", "40MM Smoke")
--------------------- -- www.lspd.gov -- --------------------- function www_lspd_gov() local page_length = 350 guiSetText(internet_address_label, "Los Santos Police Department - 'Taking the law into our own hands...' - Waterwolf") guiSetText(address_bar,"www.lspd.gov") bg = guiCreateStaticImage(0,0,660,page_length,"websites/colours/10.png",false,internet_pane) local logo = guiCreateStaticImage(50,10,150,150,"websites/images/lspd-logo.png",false,bg) local header = guiCreateLabel(230,75,460,20,"Los Santos Police Department",false,bg) local text = guiCreateLabel(100,200,450,165,"Site currently under construction.\ \ Please check back soon.",false,bg) guiSetFont(text,"default-bold-small") ---------------------------------------------------------------------- if(page_length>=397)then guiScrollPaneSetScrollBars(internet_pane,false,true) guiScrollPaneSetVerticalScrollPosition(internet_pane,0) else guiSetSize(bg,660,397,false) guiScrollPaneSetScrollBars(internet_pane, false, false) end end
--[==========================================================================[ sandbox.lua: Lua sandboxing facilities --[==========================================================================[ Copyright (C) 2007 the VideoLAN team $Id$ Authors: Antoine Cellerier <dionoea at videolan dot org> This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA. --]==========================================================================] module("sandbox",package.seeall) -- See Programming in Lua (second edition) for sandbox examples -- See http://lua-users.org/wiki/SandBoxes for a list of SAFE/UNSAFE variables local sandbox_blacklist = { collectgarbage = true, dofile = true, _G = true, getfenv = true, getmetatable = true, load = true, -- Can be protected I guess loadfile = true, -- Can be protected I guess rawequal = true, rawget = true, rawset = true, setfenv = true, setmetatable = true, module = true, require = true, package = true, debug = true, } if _VERSION == "Lua 5.1" then sandbox_blacklist["loadstring"] = true end function readonly_table_proxy(name,src,blacklist) if type(src)=="nil" then return end if type(src)~="table" then error("2nd argument must be a table (or nil)") end local name = name local t = src local blist = {} if blacklist then for _, v in pairs(blacklist) do blist[v] = true end end local metatable_readonly = { __index = function(self,key) if blist[key] then error("Sandbox: Access to `"..name.."."..key.."' is forbidden.") end return t[key] end, __newindex = function(self,key,value) error("It is forbidden to modify elements of this table.") end, } return setmetatable({},metatable_readonly) end -- Of course, all of this is useless if the sandbox calling code has -- another reference to one of these tables in his global environement. local sandbox_proxy = { coroutine = readonly_table_proxy("coroutine",coroutine), string = readonly_table_proxy("string",string,{"dump"}), table = readonly_table_proxy("table",table), math = readonly_table_proxy("math",math), io = readonly_table_proxy("io",io), os = readonly_table_proxy("os",os,{"exit","getenv","remove", "rename","setlocale"}), sandbox = readonly_table_proxy("sandbox",sandbox), } function sandbox(func,override) local _G = getfenv(2) local override = override or {} local sandbox_metatable = { __index = function(self,key) if override[key] then return override[key] end if sandbox_blacklist[key] then error( "Sandbox: Access to `"..key.."' is forbidden." ) end --print(key,"not found in env. Looking in sandbox_proxy and _G") local value = sandbox_proxy[key] or _G[key] rawset(self,key,value) -- Keep a local copy return value end, __newindex = function(self,key,value) if override and override[key] then error( "Sandbox: Variable `"..key.."' is read only." ) end return rawset(self,key,value) end, } local sandbox_env = setmetatable({},sandbox_metatable) return function(...) setfenv(func,sandbox_env) local ret = {func(...)} -- Not perfect (if func returns nil before -- another return value) ... but it's better -- than nothing setfenv(func,_G) return unpack(ret) end end
local vec2 = require("math.vec2") local vec3 = require("math.vec3") local framebuffer = {} function framebuffer.new(size) local self = {} self.size = size self.data = {} return setmetatable(self, {__index = framebuffer}) end function framebuffer:pos_to_index(pos) return math.floor(pos.x) + self.size.x * (math.floor(pos.y) - 1) end function framebuffer:set_pixel(self, pos, color) self.data[self:pos_to_index(pos)] = color end function framebuffer:get_pixel(pos) return self.data[self:pos_to_index(pos)] end function framebuffer:foreach(func, ...) for y = 1, self.size.y do for x = 1, self.size.x do local pos = vec2(x, y) func(pos, self:get_pixel(pos), self, ...) end end end function framebuffer:shade(func, ...) self:foreach(function(pos, ...) self.data[self:pos_to_index(pos)] = func(pos, ...) end, ...) end function framebuffer:map(func, ...) local results = {} self:foreach(function(...) results[#results + 1] = func(...) end, ...) return results end function framebuffer:quantize(palette_func, pixel_func) local palette = palette_func(self) return { palette = palette, data = self:map(pixel_func, palette), size = self.size } end function framebuffer:clear(color) self:shade(function() return color end) end function framebuffer:to_p3() local output = {} table.insert(output, "P3\n") table.insert(output, self.size.x .. " " .. self.size.y .. "\n") table.insert(output, "255\n") self:foreach(function(pos, c) table.insert(output, math.floor(c.x * 255) .. " " .. math.floor(c.y * 255) .. " " .. math.floor(c.z * 255) .. "\n") end) return table.concat(output) end return framebuffer
object_tangible_quest_legacy_head_pain3 = object_tangible_quest_shared_legacy_head_pain3:new { } ObjectTemplates:addTemplate(object_tangible_quest_legacy_head_pain3, "object/tangible/quest/legacy_head_pain3.iff")
local parsers = require('nvim-treesitter.parsers') local queries = require('nvim-treesitter.query') local ts_utils = require('nvim-treesitter.ts_utils') local configs = require('nvim-treesitter.configs') local M = {} -- array of { changedtick = number, selection: number, mode: string } -- TODO: we could use extmarks with each selection to avoid using buf -- changedtick, it would be a lot smarter and more accurate, but it'd be pretty -- hard to implement local prev_selections = {} --- @return boolean: true iff the range @a is equal to the range @b local function is_equal(a, b) return a[1] == b[1] and a[2] == b[2] and a[3] == b[3] and a[4] == b[4] end --- @return boolean: true iff the range @a strictly surrounds the range @b. @a == @b => false. local function does_surround(a, b) local a_start_row, a_start_col, a_end_row, a_end_col = a[1], a[2], a[3], a[4] local b_start_row, b_start_col, b_end_row, b_end_col = b[1], b[2], b[3], b[4] if a_start_row > b_start_row or a_start_row == b_start_row and a_start_col > b_start_col then return false end if a_end_row < b_end_row or a_end_row == b_end_row and a_end_col < b_end_col then return false end return a_start_row < b_start_row or a_start_col < b_start_col or a_end_row > b_end_row or a_end_col > b_end_col end --- extend_range_with_whitespace extends the selection to select any surrounding whitespace as part of the text object local function extend_range_with_whitespace(range) local start_row, start_col, end_row, end_col = unpack(range) -- everything before the selection on the same lines as the start of the range local startline = string.sub(vim.fn.getline(start_row + 1), 1, start_col) local startline_len = #startline local startline_whitespace_len = #string.match(startline, '(%s*)$', 1) -- everything after the selection on the same lines as the end of the range local endline = string.sub(vim.fn.getline(end_row + 1), end_col + 1, -1) local endline_len = #endline local endline_whitespace_len = #string.match(endline, '^(%s*)', 1) local sel_mode if startline_whitespace_len == startline_len and endline_whitespace_len == endline_len then -- the text objects is the only thing on the lines in the range so we -- should use visual line mode sel_mode = 'V' if end_row + 1 < vim.fn.line('$') and start_row > 0 then if string.match(vim.fn.getline(end_row + 2), '^%s*$', 1) then -- we either have a blank line below AND above OR just below, in either case we want extend to the line below end_col = math.max(#vim.fn.getline(end_row + 2), 1) end_row = end_row + 1 elseif string.match(vim.fn.getline(start_row), '^%s*$', 1) then -- we have a blank line above AND NOT below, we extend to the line above start_col = math.max(#vim.fn.getline(start_row), 1) start_row = start_row - 1 end end else sel_mode = 'v' end_col = end_col + endline_whitespace_len if endline_whitespace_len == 0 and startline_whitespace_len ~= startline_len then start_col = start_col - startline_whitespace_len end end return {start_row, start_col, end_row, end_col}, sel_mode end local function normalize_selection(sel_start, sel_end) local _, sel_start_row, sel_start_col = unpack(sel_start) local start_max_cols = #vim.fn.getline(sel_start_row) -- visual line mode results in getpos("'>") returning a massive number so -- we have to set it to the true end col if start_max_cols < sel_start_col then sel_start_col = start_max_cols end -- tree-sitter uses zero-indexed rows sel_start_row = sel_start_row - 1 -- tree-sitter uses zero-indexed cols for the start sel_start_col = sel_start_col - 1 local _, sel_end_row, sel_end_col = unpack(sel_end) local end_max_cols = #vim.fn.getline(sel_end_row) -- visual line mode results in getpos("'>") returning a massive number so -- we have to set it to the true end col if end_max_cols < sel_end_col then sel_end_col = end_max_cols end -- tree-sitter uses zero-indexed rows sel_end_row = sel_end_row - 1 return {sel_start_row, sel_start_col, sel_end_row, sel_end_col} end function M.select(query, restore_visual, sel_start, sel_end) local bufnr = vim.api.nvim_get_current_buf() local lang = parsers.get_buf_lang(bufnr) if not lang then return end local sel = normalize_selection(sel_start, sel_end) local best local matches = queries.get_capture_matches_recursively(bufnr, '@range', query) for _, m in pairs(matches) do local match_start_row, match_start_col = unpack(m.node.start_pos) local match_end_row, match_end_col = unpack(m.node.end_pos) local match = {match_start_row, match_start_col, match_end_row, match_end_col} -- match must cover an exclusively bigger range than the current selection if does_surround(match, sel) then if not best or does_surround(best, match) then best = match end end end if best then local new_best, sel_mode = extend_range_with_whitespace(best) ts_utils.update_selection(bufnr, new_best, sel_mode) local selections = prev_selections[bufnr] if selections == nil or not does_surround(new_best, selections[#selections][1]) then prev_selections[bufnr] = { { changedtick = vim.api.nvim_buf_get_changedtick(bufnr), new_best, sel_mode } } else table.insert(selections, { changedtick = vim.api.nvim_buf_get_changedtick(bufnr), new_best, sel_mode }) end -- I prefer going to start of text object while in visual mode vim.cmd('normal! o') else if restore_visual then vim.cmd('normal! gv') end end end function M.prev_select(sel_start, sel_end) local bufnr = vim.api.nvim_get_current_buf() local selections = prev_selections[bufnr] local sel = normalize_selection(sel_start, sel_end) if #vim.fn.getline(sel[1] + 1) == 0 then sel[2] = 1 end if #vim.fn.getline(sel[3] + 1) == 0 then sel[4] = 1 end local changedtick = vim.api.nvim_buf_get_changedtick(bufnr) -- TODO: this could use extmarks -- We are removing any previous selections which have a different -- changedtick because that means the text is *probably* different and the -- selection range *may* now be invalid while selections ~= nil and selections[#selections].changedtick ~= changedtick do table.remove(selections) if #selections == 0 then selections = nil end end if selections == nil then prev_selections[bufnr] = nil vim.cmd("normal! v") return end local head = selections[#selections][1] if is_equal(sel, head) or does_surround(sel, head) then table.remove(selections) if #selections == 0 then prev_selections[bufnr] = nil vim.cmd("normal! v") return end end local new_sel, sel_mode = unpack(selections[#selections]) ts_utils.update_selection(bufnr, new_sel, sel_mode) vim.cmd('normal! o') end function M.attach(bufnr, _) local buf = bufnr or vim.api.nvim_get_current_buf() for keymap, query in pairs(configs.get_module('textsubjects').keymaps) do local cmd_o = string.format(':lua require("nvim-treesitter.textsubjects").select("%s", false, vim.fn.getpos("."), vim.fn.getpos("."))<cr>', query) vim.api.nvim_buf_set_keymap(buf, 'o', keymap, cmd_o, { silent = true, noremap = true }) local cmd_x = string.format(':lua require("nvim-treesitter.textsubjects").select("%s", true, vim.fn.getpos("\'<"), vim.fn.getpos("\'>"))<cr>', query) vim.api.nvim_buf_set_keymap(buf, 'x', keymap, cmd_x, { silent = true, noremap = true }) end local prev_selection = configs.get_module('textsubjects').prev_selection if prev_selection ~= nil and #prev_selection > 0 then local cmd_o = 'lua require("nvim-treesitter.textsubjects").prev_select(vim.fn.getpos("."), vim.fn.getpos("."))<cr>' vim.api.nvim_buf_set_keymap(buf, 'o', prev_selection, cmd_o, { silent = true, noremap = true }) local cmd_x = ':lua require("nvim-treesitter.textsubjects").prev_select(vim.fn.getpos("\'<"), vim.fn.getpos("\'>"))<cr>' vim.api.nvim_buf_set_keymap(buf, 'x', prev_selection, cmd_x, { silent = true, noremap = true }) end end function M.detach(bufnr) local buf = bufnr or vim.api.nvim_get_current_buf() for keymap, _ in pairs(configs.get_module('textsubjects').keymaps) do vim.api.nvim_buf_del_keymap(buf, 'o', keymap) vim.api.nvim_buf_del_keymap(buf, 'x', keymap) end local prev_selection = configs.get_module('textsubjects').prev_selection if prev_selection ~= nil and #prev_selection > 0 then vim.api.nvim_buf_del_keymap(buf, 'o', prev_selection) vim.api.nvim_buf_del_keymap(buf, 'x', prev_selection) end end return M
local module = {} function module.init() local function main() game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false) spawn(function() wait() -- game.StarterGui:SetCore("ChatWindowPosition", UDim2.new(0,0,0,0)) game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, true) game.StarterGui:SetCore("ChatBarDisabled", false) game.StarterGui:SetCore("ChatActive", true) end) end main() end return module
local config = require('lsp.config') require('lspconfig').solargraph.setup { cmd = { "solargraph", "stdio" }, filetypes = { "ruby" }, init_options = { formatting = true }, settings = { solargraph = { diagnostics = true } }, flags = { debounce_text_changes = 150 }, on_attach = config.on_attach, capabilities = config.capabilities, }
function onCreate() -- background shit makeLuaSprite('CYSbg', 'CYSbg', -500, -300); setLuaSpriteScrollFactor('cys', 0.9, 0.9); addLuaSprite('CYSbg', false); close(true); --For performance reasons, close this script once the stage is fully loaded, as this script won't be used anymore after loading the stage -- Ah e, script feito por Fang end
help([[Intel C/C++ and Fortran compilers, alongside Intel MKL. - Homepage: http://software.intel.com/en-us/intel-cluster-toolkit-compiler/]]) local root = "/cvmfs/soft.computecanada.ca/easybuild/software/2017/Core/iimkl/2016.4" load("icc/.2016.4.258") load("ifort/.2016.4.258") load("intel/2016.4") load("imkl/11.3.4.258") -- Built with EasyBuild version 3.1.0-rb9ec927fab948052740d84472f0a86c19bddbd87
package.path = package.path .. ";/?/init.lua" -- Slot 1: Saplings local config = require("config") config.load("treeChopper") -- Count of blocks between the center line and the left(or right) line of trees local sideDist = config.get("sideDist") -- Steps required to the next pair of trees local forwDist = config.get("forwDist") -- Number of tree pairs in a lane local rows = config.get("rows") if sideDist == nil then error("Run init to setup your tree-chopper") end -- only for readability local slotCount = 16 -- Convenience wrapper, performs turtle.forward() 'steps' times function move(steps) for i = 1, steps, 1 do turtle.forward() end end -- Convenience wrapper, performs turtle.back() 'steps' times function moveBack(steps) for i = 1, steps, 1 do turtle.back() end end -- Drops the contents of slots 2-16 function dropHarvested() for i = 2, slotCount, 1 do turtle.select(i) turtle.drop() end turtle.select(1) end -- Function for felling a tree, which is right infront of the turtle function chopTree() -- Prevent chopping saplings if turtle.compare() then return end turtle.dig() turtle.forward() turtle.select(2) local treeHeight = 0 while turtle.compareUp() do turtle.digUp() turtle.up() treeHeight = treeHeight + 1 end for i = 1, treeHeight, 1 do turtle.down() end turtle.back() turtle.select(1) turtle.place() end -- Chops both trees in a lane function chopRow() turtle.turnLeft() move(sideDist) chopTree() turtle.turnLeft() turtle.turnLeft() move(2 * sideDist) chopTree() moveBack(sideDist) turtle.turnLeft() end -- Moves the turtle to the next tree pair function nextRow() move(forwDist) end for i = 1, rows, 1 do chopRow() if i < rows then nextRow() end end -- Return to starting location and dump harvested materials into chest -- (or any inventory, really) moveBack(rows * forwDist) turtle.turnLeft() turtle.turnLeft() dropHarvested() turtle.turnLeft() turtle.turnLeft()
function RoboticsFactory:GetTechAllowed(techId, techNode, player) local allowed, canAfford = ScriptActor.GetTechAllowed(self, techId, techNode, player) -- Do not allow tech while open or researching or we may lose res. -- Research progress is checked here instead of GetIsResearching() because -- there is a delay in the tech tree when tech is queued which causes -- GetIsResearching() to return true before the research is 100% complete. -- Checking the progress is 0 is the sure way to get around that limit. -- $AU: Which causes the cancel button to not work anymore. I want to make the tech tree -- finally entity based (this will also make both tech trees available for insight) with clearer API. allowed = allowed and not self.open and self:GetResearchProgress() == 0 if techId == kTechId.ARC then local teamInfo = GetTeamInfoEntity(kTeam1Index) assert(teamInfo) allowed = allowed and self:GetTechId() == kTechId.ARCRoboticsFactory and teamInfo:CanBuildARC() elseif techId == kTechId.Cancel then allowed = self:GetResearchProgress() < 1 end return allowed, canAfford end
return {'rehabilitatie','rehabilitatiecentrum','rehabilitatieprogramma','rehabiliteren','rehydratie','rehorst','rehman','rehwinkel','rehabilitaties','rehabiliteer','rehabiliteerde','rehabiliteerden','rehabiliteert','rehabiliterend'}
object_tangible_loot_creature_loot_collections_stormtrooper_wooden_dowel = object_tangible_loot_creature_loot_collections_shared_stormtrooper_wooden_dowel:new { } ObjectTemplates:addTemplate(object_tangible_loot_creature_loot_collections_stormtrooper_wooden_dowel, "object/tangible/loot/creature/loot/collections/stormtrooper_wooden_dowel.iff")
--[[ Author : Jonathan Els Version : 1.0 Description: Mask outbound INVITE headers for After-Hours Call Re-Direct Notes: Call flow is used from CUC Call Handler, transferring to a CTIRP that has CFA to ITSP. Workflow allows for re-masking the Diversion Header from internal DN on CTIRP to the Main number DID. Future development: None --]] M = {} trace.enable() function M.outbound_INVITE(msg) -- Input for script local ctirpdn = scriptParameters.getValue("ctirpdn") local mainnumber = scriptParameters.getValue("mainnumber") local rdnis = scriptParameters.getValue("rdnis") -- Get Diversion header local diversion = msg:getHeader("Diversion") trace.format("CTI RP DN is : %s", ctirpdn) trace.format("Main Number is : %s", mainnumber) -- Check if Diversion Header exists and if the CTI RP DN is matched if diversion and diversion:find(ctirpdn) then trace.format("Successful match on diversion - applying masking") -- Apply masking to affected headers - From, PAI, RPID, Contact msg:applyNumberMask("From", mainnumber) msg:applyNumberMask("P-Asserted-Identity", mainnumber) msg:applyNumberMask("Remote-Party-ID", mainnumber) msg:applyNumberMask("Contact", mainnumber) -- Apply masking to Diversion to mask internal CTI RP DN msg:applyNumberMask("Diversion", rdnis) end end return M