content stringlengths 5 1.05M |
|---|
--!A cross-platform build utility based on Lua
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law... |
require 'paths'
require 'torch'
require 'xlua'
require 'optim'
require 'nn'
require 'nngraph'
require 'string'
require 'image'
require 'cutorch'
require 'cunn'
require 'cudnn'
optnet = require 'optnet'
torch.setdefaulttensortype('torch.FloatTensor')
opt = {}
opt.dropout = 0
opt.spatialdropout = 0.2
opt.nonlinearity ... |
return {
active = true,
on = {
devices = {'VS PIR Woonkamer'}
},
execute = function(domoticz, pirLivingRoom)
if (pirLivingRoom.state == 'On'
and domoticz.time.isNightTime
--and domoticz.devices('PIRL Woonkamer').state == 'On' -- it's dark
and domotic... |
local utils = require 'misc.utils'
local net_utils = {}
-- take a raw CNN from Caffe and perform surgery. Note: VGG-16 SPECIFIC!
function net_utils.build_cnn(cnn, opt)
local layer_num = utils.getopt(opt, 'layer_num', 38)
local backend = utils.getopt(opt, 'backend', 'cudnn')
local encoding_size = utils.getopt(opt... |
local on_attach = require('lsp.on_attach')
local capabilities = require('cmp_nvim_lsp').update_capabilities(
vim.lsp.protocol.make_client_capabilities()
)
capabilities.textDocument.completion.completionItem.snippetSupport = true
return {
on_attach = function(client)
client.resolved_capabilities.document_form... |
xivopeners_dnc = {}
xivopeners_dnc.debug = false
xivopeners_dnc.supportedLevel = 60
xivopeners_dnc.openerAbilities = {
StandardStep = ActionList:Get(1, 15997),
StandardFinish = ActionList:Get(1, 16192),
StandardDance = {name = "Standard Dance", id = 0, cd = 0, cdmax = 0, range = 0};
Emboite = ActionLi... |
term1 = math.random(890) + 100;
term2 = math.random(9) + 1;
result = math.floor(term1/term2);
rest = term1 - result * term2
term1 = term1 - rest
|
local draw = {}
local string, game, setmetatable, math, objmanager, myHero, print, tostring, type, enum= string, game, setmetatable, math, objmanager, objmanager.player, print, tostring, type, enum
function draw.GetDistanceSqr(p1,p2)
if(not p1 or not p2)then
return math.huge
end
local xSqr = (p1... |
-- This file contains list of tests which you want to exclude
-- Provide relative path from q_src_root along with the test-case file name
--[[
local blacklist_files = {
"TEST_RUNNER/test_test1.lua",
"TEST_RUNNER/test_test2.lua",
"TEST_RUNNER/test_run_func.lua",
"TESTS/test_log_reg_1.lua",
"TESTS/test_log_reg... |
-------------------------------------------------------------------
-- This script is created by zdroid9770; please do not edit this --
-- script and claim it as your own, as of All rights are claimed --
-- by me. --
-- Copyright (c) zdroid9770 ... |
local Point2 = _radiant.csg.Point2
local Point3 = _radiant.csg.Point3
local Cube3 = _radiant.csg.Cube3
local Region2 = _radiant.csg.Region2
local Region3 = _radiant.csg.Region3
local rng = _radiant.math.get_default_rng()
local csg_lib = require 'stonehearth.lib.csg.csg_lib'
local landmark_lib = require 'stonehea... |
--[[This is a lua script for use in conky.
You will need to add the following to your .conkyrc before the TEXT section:
lua_load $HOME/.config/conky/LUA/dorfs.lua (or wherever you put your luas)
lua_draw_hook_pre conky_dorfs
I am not even close to being a programmer. It couldn't have been done without the help of... |
local cartographer = require 'cartographer'
local testMap = cartographer.load 'demos/rpg/rpg.lua'
function love.update(dt)
testMap:update(dt)
end
function love.draw()
testMap:draw()
love.graphics.print('FPS: ' .. love.timer.getFPS())
love.graphics.print('Memory usage: ' .. math.floor(collectgarbage 'count') .. '... |
------------------------------
local p = {["a"]=1}
------------------------------
success compiling learn.lua
; source chunk: learn.lua
; x86 standard (32-bit, little endian, doubles)
; function [0] definition (level 1) 0
; 0 upvalues, 0 params, is_vararg = 2, 2 stacks
.function 0 0 2 2
.local "p" ; 0
.const "a" ... |
require "import"
import "android.app.*"
import "android.os.*"
import "android.widget.*"
import "android.view.*"
import "android.graphics.SweepGradient"
import "com.androlua.LuaDrawable"
import "android.graphics.RectF"
import "android.graphics.DashPathEffect"
import "android.graphics.Color"
import "android.graphics.Pat... |
--天気予報
--Script by Chrono-Genex
function c101108063.initial_effect(c)
--Activate
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetCountLimit(1,101108063+EFFECT_COUNT_CODE_OATH)
e1:SetOperation(c101108063.activate)
c:RegisterEffect(e1)
--extra material
local e... |
local plugin_loader = {}
function plugin_loader.init(plugins)
local fn = vim.fn
local install_path = DATA .. "/site/pack/packer/start/packer.nvim"
if fn.empty(fn.glob(install_path)) > 0 then
packer_bootstrap = fn.system({
"git",
"clone",
"--depth",
"1",
"https://github.com/wbthomason/pac... |
local BONES = {
--[[Pelvis]][11816] = true,
--[[SKEL_L_Thigh]][58271] = true,
--[[SKEL_L_Calf]][63931] = true,
--[[SKEL_L_Foot]][14201] = true,
--[[SKEL_L_Toe0]][2108] = true,
--[[IK_L_Foot]][65245] = true,
--[[PH_L_Foot]][57717] = true,
--[[MH_L_Knee]][46078] = true,
--[[SKEL_R_Thigh]][51826] = true,
--[[SKE... |
local resource_suggesttips={
{key="小贴士.1",value="每个角色同时只能装备一种内功。",},
{key="小贴士.2",value="战斗中路过敌人身边时是会受到阻碍的,天赋“轻功大师”可以忽略该项阻碍。",},
{key="小贴士.3",value="天赋“猎人”可以使得角色对动物类敌人攻击加成。",},
{key="小贴士.4",value="段誉的六脉神剑时灵时不灵,但偶尔可以造成非常恐怖的伤害。",},
{key="小贴士.5",value="受到“内伤”的角色每回合将损失内力,且使用技能时将消耗更高的内力。",},
{key="小贴士.6",value="带“缓速”的武... |
local lspconfig = require 'lspconfig'
local lspinstall = require 'lspinstall'
lspinstall.setup()
local servers = lspinstall.installed_servers()
for _, server in pairs(servers) do
lspconfig[server].setup{}
end
function compe()
require 'compe'.setup {
enabled = true,
debug = false,
auto... |
local skynet = require "skynet"
local ChatConst = require "game.chat.ChatConst"
local table_insert = table.insert
local ErrorCode = require "game.config.ErrorCode"
local succeed = {ret=ErrorCode.Succeed}
local unknow = {ret=ErrorCode.Unknow}
local NORET = {}
local CMD = {}
local this = {}
local getRoleInfo = function... |
--[[
# Packages
--]]
-- #T# Table of contents
-- #C# Importing packages
-- #T# Beginning of content
-- #C# Importing packages
-- # |-------------------------------------------------------------
-- #T# a package is imported with the require function applied to each lua file in the package
-- # SYNTAX require("/p... |
ITEM.name = "PS5-M"
ITEM.model ="models/kek1ch/stalker_outfit.mdl"
ITEM.newModel ="models/stalkerisaac/playermodel/male_01_sunset.mdl"
ITEM.description= "PS5-M Universal Protection Suit."
ITEM.longdesc = "This modern version of the Duty bodysuit is better suited for stalker recruits who are used to lightweight suits.... |
local M = {}
local Z = {}
function M.init(use)
use {
'code-biscuits/nvim-biscuits'
}
return Z;
end
function Z.setup()
local ok, lib = pcall(require, 'nvim-biscuits')
if not ok then
return;
end
lib.setup({
cursor_line_only = true,
toggle_keybind = "<leader>cb",
show_on_start = true,
... |
local api = require 'api'
local socket = require "socket"
local username = assert(os.getenv('UDM_USER'), 'No UDM_USER env variable')
local password = assert(os.getenv('PASSWORD'), 'No UDM_USER env variable')
local client = assert(os.getenv('UDM_TARGET'), 'No UDM_TARGET env variable')
local ip = os.getenv('UDM_IP') or '... |
grid_serial_number = 7165
function calculate_power_level( x, y )
local rack_id = x + 10
local power_level = rack_id * y
power_level = power_level + grid_serial_number
power_level = power_level * rack_id
power_level = tostring( power_level )
power_level = string.sub( power_level, -3, -3 )
re... |
local function split(str, pattern)
local t = { }
local function helper(line) table.insert(t, line) return "" end
helper((str:gsub(pattern, helper)))
return t
end
local hasMain
local luaPaths = package and package.path and split(package.path, '(.-);') or { }
for i = 1, #luaPaths do
if luaPaths[i] == '?' or luaPath... |
data.raw.item["bauxite-ore"].subgroup = "plates-ore"
data.raw.item["gold-ore"].subgroup = "plates-ore"
data.raw.item["lead-ore"].subgroup = "plates-ore"
data.raw.item["tin-ore"].subgroup = "plates-ore"
data.raw.item["zinc-ore"].subgroup = "plates-ore" |
package.path = package.path .. ";../lib/?.lua;?.lua"
local Parser = require("com.blacksheepherd.roml.RomlParser")
local Tester = require("com.blacksheepherd.test.Tester")
local File = require("com.blacksheepherd.io.File")
local t = Tester("ParseTest")
local function createParseTest(filename)
return function()
loca... |
--- This directs all drawing to be done to a certain 2D or 3D plane or position, until the corresponding "End" function is called.
--- The matrix functions exist, but are mostly unusable unless you're familiar with the source engine's layout for each aspect.
_G.cam = {}
--- Shakes the screen at a certain position. ... |
local AnimationTree = {}
-- TODO
return setmetatable(AnimationTree, {
__call = function(t, ...)
return AnimationTree.new(...)
end
})
|
-- some random shadow realm things
realm = {}
local modstorage = minetest.get_mod_storage()
realm.is_gargantuan_defeated = modstorage:get_int("dead") == 1
realm.on_gargantuan_death = function()
minetest.chat_send_all("A Gargantuan, one of the servants of Cerdon, has been slain!")
realm.is_gargantuan_defeated = tr... |
local _, wt = ...
if (wt.currentClass ~= "DRUID") then
return
end
local demoralizingRoar = {99,1735,9490,9747,9898,26998}
local swipe = {779,780,769,9754,9908,26997}
local rip = {1079,9492,9493,9752,9894,9896,27008}
local claw = {1082,3029,5201,9849,9850,27000}
local rake = {1822,1823,1824,9904,27003}
local dash = {1... |
-- base specs
local zombie = {
modes = {
idle = {chance=0.7, duration=3, update_yaw=6},
walk = {chance=0.3, duration=5.5, moving_speed=1.5},
attack = {chance=0, moving_speed=2.5},
},
mesh = "creatures_zombie.b3d",
collisionbox = {-0.25, -0.01, -0.25, 0.25, 1.65, 0.25},
rotation = -90.0,
animations = {
id... |
help(
[[
HMMER is used for searching sequence databases for homologs of protein sequences, and for making protein sequence
alignments. It implements methods using probabilistic models called profile hidden Markov models (profile HMMs).
Compared to BLAST, FASTA, and other sequence alignment and database search tools bas... |
local Iterator = require(script.Parent.Parent.Iterator)
local Hash = setmetatable({}, Iterator)
Hash.__index = Hash
Hash.__call = Iterator.__call
function Hash.new(hash)
return setmetatable({
hash = hash,
lastKey = nil,
}, Hash)
end
function Hash:after()
local key, value = next(self.hash, self.l... |
gr_bocatt = Creature:new {
customName = "Bocatt",
socialGroup = "bocatt",
faction = "",
level = 80,
chanceHit = 3.32,
damageMin = 160,
damageMax = 170,
baseXp = 1278,
baseHAM = 15000,
baseHAMmax = 21000,
armor = 0,
resists = {5,5,5,140,-1,-1,-1,-1,-1},
meatType = "meat_reptilian",
meatAmount = 100,
hideT... |
AddCSLuaFile()
local Entity = FindMetaTable "Entity"
function Entity:IsPiano()
return false
end |
print ("hello, world"); |
require "prefabutil"
local assets =
{
Asset("ANIM", "anim/sch_teatree_nut.zip"),
Asset("ATLAS", "images/inventoryimages/sch_teatree_piko.xml"),
Asset("IMAGE", "images/inventoryimages/sch_teatree_piko.tex"),
Asset("ATLAS", "images/inventoryimages/sch_teatree_piko_cooked.xml"),
Asset("IMAGE", "images/inv... |
--[[
Upbit Open API
## REST API for Upbit Exchange - Base URL: [https://api.upbit.com] - Official Upbit API Documents: [https://docs.upbit.com] - Official Support email: [open-api@upbit.com]
OpenAPI spec version: 1.0.0
Contact: ujhin942@gmail.com
Generated by: https://github.com/swagger-api/swagger-codeg... |
io.stdout:setvbuf'no'
audio = require "wave" --require the library
love.window.setTitle("Press Space to switch examples")
examples = {}
example = 1
require "examples/1"
require "examples/2"
require "examples/3"
require "examples/4"
function love.keypressed(key, scancode, isrepeat)
if key == "space" then
e... |
ITEM.name = "Base Blueprint"
ITEM.category = "Чертежи"
ITEM.model = "models/toussaint_paper6.mdl" |
function new_ISO_Time(i_epoch_str,
i_delta_m,
i_delta_p)
if i_epoch_str == nil then i_epoch_str = "" end
local y,m,d,h,mi,s,fs = string.match(i_epoch_str, "(%d+)-(%d+)-(%d+)T(%d+):(%d+):(%d%d)([.%d]-)Z")
local l_fs = (fs ~= nil and tonumber(fs) or 0)
fun... |
local player_settings = require("globals.player-settings")
local stdlib_Is = require("__stdlib__/stdlib/utils/is")
local common = {}
-- Gets the player object by player reference
-- @param player_index The index of the player ref
function common.get_player(player_index)
return game.get_player(player_index)
end
-- Lo... |
require "warp"
local Cosine = {}
function Cosine:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
function Cosine:warp(x, y, z)
return warp(x, y, z)
end
function Cosine:mu(x, y, z)
return 1.0
end
function Cosine:lam(x, y, z)
return 2.0
end
function Cosine:force... |
local ADDON_NAME = ...
local logger = CodexCountLogger
local CCEvents = CreateFrame("FRAME", ADDON_NAME)
local currentCount = 0
local CCLDB =
LibStub("LibDataBroker-1.1"):NewDataObject(
ADDON_NAME,
{
type = "data source",
text = ADDON_NAME,
label = ADDON_NAME,
icon = "Interface\\Icons\\inv_relic... |
local gen_def = dofile(minetest.get_modpath("more_chests") .. "/utils/base.lua")
local S = minetest.get_translator("more_chests")
local function register_toolbox(description, material, side_tile, craft_item)
local def = gen_def({
description = description,
type = "toolbox",
size = "big",
-- node_box = {-0.5, ... |
--
-- Licensed to the Apache Software Foundation (ASF) under one or more
-- contributor license agreements. See the NOTICE file distributed with
-- this work for additional information regarding copyright ownership.
-- The ASF licenses this file to You under the Apache License, Version 2.0
-- (the "License"); you may ... |
local database_connection
addEventHandler('onResourceStart', resourceRoot, function()
database_connection = dbConnect('sqlite', ':/global.db')
if database_connection then
outputDebugString('SQLite baglantisi basariyla saglandi.', 3, 0, 255, 0)
else
outputDebugString('SQLite baglan... |
----------------------------------------------------------------------------------------------------
-- Class to fill a rectangle.
-- <p>
-- NOTE: This uses immediate mode drawing and so has a high performance impact when
-- used on mobile devices. You may wish to use a 1-pixel high Image instead if you
-- wish to min... |
-- Description: GUI styles Textfield
local default_gui = data.raw["gui-style"].default
-------------------------------------------------------------------------------
-- Style Textfield
--
-- @type Textfield
--
-------------------------------------------------------------------------------
-- Style of default
--
-- ... |
local ui = {
list = {},
atlas = false
}
function ui:load()
self.atlas, self.quad = loadAtlas("data/art/img/ui.png", assetSize, assetSize, 0)
self.smoof = 6
self.smoofSnap = 1
end
--UTILITY SHIT
function ui:clear()
self.list = {}
end
function ui.getTextDimensions(text, font)
local width = font:getWidth(text)
... |
local M = {}
M.on_attach = function(client)
local ts_utils = require('nvim-lsp-ts-utils')
client.resolved_capabilities.document_formatting = false
-- defaults
ts_utils.setup({
debug = false,
disable_commands = false,
enable_import_on_completion = false,
-- import all
... |
local scene = {}
scene.state = {}
function scene:__exit()
if self.state.onExit then self.state:onExit() end
end
function scene:__load()
if self.state.onLoad then self.state:onLoad() end
end
function scene:setScene(s)
self:__exit()
self.state = nil
collectgarbage("collect")
self.state = require... |
object_draft_schematic_weapon_loot_heartstriker = object_draft_schematic_weapon_shared_loot_heartstriker:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_weapon_loot_heartstriker, "object/draft_schematic/weapon/loot_heartstriker.iff")
|
local function setup()
local has_packer, packer = pcall(require, 'packer')
if not has_packer then
error('Expected packer to be installed')
end
vim.keymap.set('n', '<leader>Pc', packer.compile)
vim.keymap.set('n', '<leader>PC', packer.clean)
vim.keymap.set('n', '<leader>Pi', packer.install)
vim.keymap.set('n'... |
--[[
Copyright 2020 Matthew Hesketh <matthew@matthewhesketh.com>
This code is licensed under the MIT. See LICENSE for details.
]]
local addslap = {}
local mattata = require('mattata')
local redis = require('libs.redis')
function addslap:init()
addslap.commands = mattata.commands(self.info.userna... |
local gameOver = {}
local Gamestate = require "hump.gamestate"
local game
local score
local debug
function gameOver:enter(previous, newScore)
score = newScore
game = previous
end
--there are better ways to line that up
function gameOver:draw()
love.graphics.print("Your score : " .. score, 300, 200)
l... |
-- simpleButtons: provides various functions for UI pieces:
-- enables pieces to be initialized with defaults
-- manages how pieces look and behave
simpleButtons = {}
simpleButtons.standardLineHeight = function()
pushStyle()
textWrapWidth(0)
_, lineHeight = textSize("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
... |
local json = require 'dkjson'
local output_helper = require 'nginx-metrix.output.helper'
local namespaces = require 'nginx-metrix.storage.namespaces'
local collectors = require 'nginx-metrix.collectors'
local lust = require 'Lust'
local get_vhosts_json = function(vhosts)
return json.encode(vhosts:totable())
end
loc... |
ITEM.name = "Doorbust Charge"
ITEM.model = "models/props_c17/consolebox05a.mdl"
ITEM.width = 1
ITEM.height = 1
ITEM.price = 25
ITEM.desc = "doorChargeDesc"
-- You can use hunger table? i guess?
ITEM.functions = ITEM.functions or {}
ITEM.functions.throw = {
name = "Charge",
tip = "useTip",
icon = "icon16/brick.png"... |
local core = require 'core.document-symbol'
local files = require 'files'
local define = require 'proto.define'
rawset(_G, 'TEST', true)
local EXISTS = {}
local function eq(a, b)
if a == EXISTS and b ~= nil then
return true
end
local tp1, tp2 = type(a), type(b)
if tp1 ~= tp2 then
r... |
if not modules then modules = { } end modules ['lpdf-u3d'] = {
version = 1.001,
comment = "companion to lpdf-ini.mkiv",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
-- The following code i... |
local EntityFactory = Class("game.EntityFactory")
function EntityFactory:initialize()
self.components = {}
end
function EntityFactory:addComponent(name, ...)
table.insert(self.components, {name, ...})
return self
end
function EntityFactory:spawn(...)
local entity = Entity:new(...)
for name, comp... |
--====================================================================--
-- dmc_ui/dmc_widget/widget_navitem.lua
--
-- Documentation: http://docs.davidmccuskey.com/
--====================================================================--
--[[
The MIT License (MIT)
Copyright (c) 2015 David McCuskey
Permission is her... |
-- Copyright (c) 2021 Trevor Redfern
--
-- This software is released under the MIT License.
-- https://opensource.org/licenses/MIT
local Audio = require "moonpie.audio"
local pitchShifter = require "moonpie.audio.effects.random_pitch"
local sounds = {
attack = Audio.getStatic("assets/sounds/attack.wav"),
... |
SKILL.name = "Bladewind"
SKILL.LevelReq = 5
SKILL.SkillPointCost = 1
SKILL.Incompatible = {
}
SKILL.RequiredSkills = {
}
SKILL.icon = "vgui/skills/ability_warrior_bladestorm.png"
SKILL.category = "Dark Magic"
SKILL.slot = "AOE" -- ULT, RANGED, MELEE, AOE, PASSIVE
SKILL.class = {
"asp_sorcerer"
}
SKILL.desc = [... |
keyjustpressed = {}
-- function justpressedUpdate()
-- for i, _ in pairs(justpressed) do
-- justpressed[i] = false
-- end
-- end
function love.keypressed(key)
keyjustpressed[key] = true
end
return keyjustpressed |
if #arg > 1 then
print(string.reverse(arg[1]))
end
|
--[[
telepickups - wejscia do budynkow
@author Jakub 'XJMLN' Starzak <jack@pszmta.pl
@package PSZMTA.psz-telepickups
@copyright Jakub 'XJMLN' Starzak <jack@pszmta.pl>
Nie mozesz uzywac tego skryptu bez mojej zgody. Napisz - byc moze sie zgodze na uzycie.
]]--
local tepi={}
local interiory={}
local dane=exports["psz... |
AddCSLuaFile()
SWEP.Category = "Minecraft"
SWEP.Spawnable = true
-- SWEP.AdminOnly = false
SWEP.PrintName = "Handheld Rocket [BETA]"
-- SWEP.Base = weapon_base
SWEP.m_WeaponDeploySpeed= 1
SWEP.Author = "Piengineer"
SWEP.Contact = "http://steamcommunity.com/id/Piengineer12/"
SWEP.Purpose = "A launchab... |
local class = require('middleclass')
local ViewController = require('guihua.viewctrl')
local error = require('guihua.log').error
-- local util = require('guihua.util')
local log = require('guihua.log').info
local trace = require('guihua.log').trace
TextView = TextView or require('guihua.textview')
if ListViewCtrl == ... |
--Check Environment
if GetConvar('txAdminServerMode', 'false') ~= 'true' then
return
end
RegisterNetEvent('txAdmin:menu:drunkEffectPlayer', function(id)
local src = source
local allow = PlayerHasTxPermission(src, 'players.troll')
if allow then
TriggerClientEvent('txAdmin:menu:drunkEffect', id)
... |
---@class CS.UnityEngine.DrivenRectTransformTracker : CS.System.ValueType
---@type CS.UnityEngine.DrivenRectTransformTracker
CS.UnityEngine.DrivenRectTransformTracker = { }
function CS.UnityEngine.DrivenRectTransformTracker.StopRecordingUndo() end
function CS.UnityEngine.DrivenRectTransformTracker.StartRecordingUndo()... |
object_mobile_dressed_sayromi_monk_06 = object_mobile_shared_dressed_sayromi_monk_06:new {
}
ObjectTemplates:addTemplate(object_mobile_dressed_sayromi_monk_06, "object/mobile/dressed_sayromi_monk_06.iff")
|
-- This is pretty scuffed code. I will rewrite it later
local format, typev, string, concat = string.format, type, tostring, table.concat;
local op = {};
for i,v in pairs(require("src/op")) do
op[v] = i;
end;
local function Disassemble(chunk, id)
local id = id or 0;
local Instructions = chunk... |
-- bitters
--
-- lo-fi FM-capable mono/poly
-- llllllll.co/t/bitters-norns
--
-- @alanza
-- v0.1
--
engine.name = "Bitters"
function init()
local needs_restart = false
if not util.file_exists("/home/we/.local/share/SuperCollider/Extensions/TrianglePTR/TrianglePTR_scsynth.so") then
util.os_capture("mkd... |
vim.api.nvim_exec([[
au FileType ledger nm <silent> <tab> :set ep=ledger\ -f\ -\ print<cr>=
au FileType ledger xn <silent> <tab> :<c-u>set ep=ledger\ -f\ -\ print<cr>gv=
au FileType ledger se commentstring=;\ %s
]], true)
|
local haslspconfig, lspconfig = pcall(require, 'lspconfig')
if haslspconfig then
local capabilities = vim.lsp.protocol.make_client_capabilities()
capabilities.textDocument.completion.completionItem.snippetSupport = true
local on_attach = function(client, bufnr)
local function buf_set_keymap(...) vim.api.nvim_buf_se... |
-- decorateHelp - Release 1.1 - For tes3mp v0.6.1
-- Alter positions of items using a GUI
--[[ INSTALLATION:
1) Save this file as "decorateHelp.lua" in mp-stuff/scripts
2) Add [ decorateHelp = require("decorateHelp") ] to the top of server.lua
3) Add the following to the elseif chain for commands in "OnPlayerSendMessa... |
--[[
Copyright (C) 2020 Onset Roleplay
Developers:
* Logic_
Contributors:
* Blue Mountains GmbH
* Kuzkay (( for the undermap script ))
]]--
local MapTime = 5 * 1000 -- 5 seconds
local MapTimer = 0
-- Functions
local function PlayerUnderMapCheck()
local x, y, z = GetPlayerLocation()
local height = GetTerrainHeig... |
data:extend({
{
type = 'tile',
name = 'factory-floor',
needs_correction = false,
collision_mask = {'ground-tile'},
walking_speed_modifier = 1.4,
layer = 61,
decorative_removal_probability = 1.0,
variants = {
main = {
{
picture = '__base__/graphics/terrain/concrete/concrete1.png'... |
slot0 = class("ThirdAnniversaryJPPage", import("...base.BaseActivityPage"))
slot0.OnInit = function (slot0)
slot0:findUI()
slot0:initData()
end
slot0.findUI = function (slot0)
slot0.paintBackTF = slot0:findTF("Paints/PaintBack")
slot0.paintFrontTF = slot0:findTF("Paints/PaintFront")
slot0.skinShopBtn = slot0:fin... |
local req_read_body = ngx.req.read_body
local req_get_body_data = ngx.req.get_body_data
local _M = {}
function _M.get_body()
req_read_body()
local body = req_get_body_data()
return body
end
return _M
|
--[[--------------------------------------------------------------------------
--
-- File: UAStarterFrag.State.RoundLoop.lua
-- Copyright (c) Ubisoft Entertainment. All rights reserved.
--
-- Project: Ubitoys.Tag
-- Date: September 21, 2010
--
-------------------... |
local server = require "nvim-lsp-installer.server"
local Data = require "nvim-lsp-installer.data"
local platform = require "nvim-lsp-installer.platform"
local github = require "nvim-lsp-installer.core.managers.github"
local process = require "nvim-lsp-installer.process"
local path = require "nvim-lsp-installer.path"
l... |
LinkLuaModifier("modifier_sai_rage_of_pain", "heroes/hero_sai/rage_of_pain.lua", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_sai_rage_of_pain_mass_debuff", "heroes/hero_sai/rage_of_pain.lua", LUA_MODIFIER_MOTION_NONE)
sai_rage_of_pain = class({
GetIntrinsicModifierName = function() return "modifier_sai_rage_o... |
object_tangible_quest_som_crystal_marker_03 = object_tangible_quest_shared_som_crystal_marker_03:new {
}
ObjectTemplates:addTemplate(object_tangible_quest_som_crystal_marker_03, "object/tangible/quest/som_crystal_marker_03.iff")
|
local Prop = {}
Prop.Name = "Nº24 Esquina da Gole de Skol"
Prop.Cat = "House"
Prop.Price = 340
Prop.Doors = {
Vector(-1005.9299926758, 308.36401367188, -141.71899414063),
Vector(-842, 87, 250),
}
GM.Property:Register( Prop ) |
local util = require("lspconfig.util")
local bashls = {}
bashls.root_dir = function(filename)
return util.find_git_ancestor(filename) or util.path.dirname(filename)
end
return bashls
|
--[[
main.lua
Copyright (c) 2017 andynines
MIT License
]]
local simulation = require("bugevo")
local FIELD_X = simulation.FIELD_X
local FIELD_Y = simulation.FIELD_Y
local CODES = simulation.CODES
local initialize = simulation.initialize
local iterate = simulation.iterate
local function rgb(r, g, b)
return {r=r, ... |
local ActionOptItem = class('ActionOptItem',OptionItem)
function ActionOptItem:initialize(label,action)
OptionItem:initialize(self) -- label is blank
self.value = label
self.invert_pointers = true
if action then
self.on_activate = action
else
self.on_activate = function() end
end
end
-- Setting one or both... |
ESX = nil
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
-- GENERA PREZZI ATTUALI BORSA --
RegisterServerEvent('rdsk_borsa:GeneraPrezzi')
AddEventHandler('rdsk_borsa:GeneraPrezzi', function()
MySQL.Async.fetchAll('SELECT * FROM borsa', {}, function(result)
for i=1, #result, 1 do
... |
-----------------------------------
-- Area: Port San d'Oria
-- NPC: Festive Moogle
-- Type: Event NPC
-- !pos 70.641 -16.000 -118.589 232
-----------------------------------
require("scripts/globals/npc_util")
-----------------------------------
function onTrade(player, npc, trade)
--TODO: trade of pells for pr... |
--
-- Copyright (c) Jesse Freeman. All rights reserved.
--
-- Licensed under the Microsoft Public License (MS-PL) License.
-- See LICENSE file in the project root for full license information.
--
-- Contributors
-- --------------------------------------------------------
-- This is the official list of Pixel Vi... |
local executable = require('utils.files').executable
if executable 'cmake' then
RELOAD('filetypes.cmake').setup()
end
|
require("deepcore/std/class")
require("deepcore/std/Observable")
---@class DeepCoreState
DeepCoreState = class()
function DeepCoreState.with_empty_policy()
return DeepCoreState {
on_enter = function(self, state_context)
end,
on_update = function(self, state_context)
end,
on... |
package("named_type")
set_kind("library", {headeronly = true})
set_homepage("https://github.com/joboccara/NamedType")
set_description("Implementation of strong types in C++.")
set_license("MIT")
add_urls("https://github.com/joboccara/NamedType.git")
add_versions("v1.1.0.20210209", "c119054eac... |
--[[
## Space Station 8 `code.lua`
This is the main `code.lua` file that runs the entire game. It's responsible for loading in all the game code, managing the game's state, and loading/saving the map.
Learn more about making Pixel Vision 8 games at http://docs.pixelvision8.com
]]--
-- We use the `LoadScript... |
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