content
stringlengths 5
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require('cutorch')
local util = require('fb.util')
local OBSGD = require('fbcunn.OneBitSGD')
--[[ OneBitDataParallel implements the "1-Bit Stochastic Gradient
Descent and Application to Data-Parallel Distributed Training of
Speech DNNs" paper of Frank Seide, Hao Fu, Jasha Droppo, Gang Li, and
Dong Yu.
The implementation is similar to a vanilla DataParallel module, except we replace the averaging gradient step with a quantize-copy-merge-broadcast procedure.
<http://research.microsoft.com/apps/pubs/?id=230137>
]]
local OneBitDataParallel, parent =
torch.class('nn.OneBitDataParallel', 'nn.DataParallel')
function OneBitDataParallel:__init(dimension, config)
parent.__init(self, dimension)
self.config = config
-- Aggregators for each [row][gradient]
self._aggregators = util.defaultdict(function() return {} end)
end
function OneBitDataParallel:_should_run_one_bit_sgd(gradients)
-- TODO(tulloch) - flesh this test out
assert(gradients)
assert(#gradients >= 1)
return gradients[1]:nDimension() == 2 and
gradients[1]:nElement() > self.config.min_elements
end
function OneBitDataParallel:_combine_gradients(row_idx, grad_idx, gradients)
assert(#gradients >= 1)
if not self:_should_run_one_bit_sgd(gradients) then
return parent._combine_gradients(self, row_idx, grad_idx, gradients)
end
if not self._aggregators[row_idx][grad_idx] then
local g = gradients[1]
self._aggregators[row_idx][grad_idx] = OBSGD.OneBitAggregator(
self.config,
function() return torch.Tensor():typeAs(g):resizeAs(g):zero() end,
function(dest, source) return self:gpuSend(dest, source) end
)
end
self._aggregators[row_idx][grad_idx]:run(gradients)
end
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solution "libirr"
configurations { "Debug", "Release" }
configuration { "linux" }
links { "Irrlicht", "GL", "Xxf86vm", "Xext", "X11", "Xcursor", "BulletCollision", "BulletDynamics" }
includedirs { "/usr/include/irrlicht", "/usr/include/bullet" }
libdirs { "/usr/lib" }
configuration { "macosx" }
includedirs { "/usr/local/include/irrlicht", "/usr/local/include/bullet" }
links { "Irrlicht", "BulletCollision", "BulletDynamics", "LinearMath", "/Library/Frameworks/OpenGL.framework", "/Library/Frameworks/AppKit.framework", "/Library/Frameworks/IOKit.framework" }
libdirs { "/usr/local/lib" }
configuration { "windows" }
if os.getenv("IRR_INCLUDE_DIR") == nil then
print("Warning (Windows builds): Environment variable IRR_INCLUDE_DIR has not been set")
end
if os.getenv("IRR_LIBRARY_DIR") == nil then
print("Warning (Windows builds): Environment variable IRR_LIBRARY_DIR has not been set")
end
defines { "WINDOWS" }
includedirs { os.getenv("IRR_INCLUDE_DIR") }
links { "Irrlicht" }
libdirs { os.getenv("IRR_LIBRARY_DIR") }
configuration "Debug"
flags { "Symbols" }
configuration "Release"
flags { "Optimize" }
project "irr"
kind "SharedLib"
language "C++"
files {
"src/**.c",
"src/**.h",
"src/**.cpp",
"src/**.hpp"
}
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local colors = {
bg = "#24292e",
bg2 = "#1f2428",
fg_light = "#d1d5da",
blue = "#3b8eea",
green = "#23d18b",
magenta = "#bc3fbc",
yellow = "#e2e210",
red = "f14c4c",
}
return {
normal = {
a = {bg = colors.blue, fg = colors.bg},
b = {bg = colors.bg2, fg = colors.blue},
c = {bg = colors.bg, fg = colors.fg_light}
},
insert = {
a = {bg = colors.green, fg = colors.bg},
b = {bg = colors.bg2, fg = colors.green}
},
command = {
a = {bg = colors.magenta, fg = colors.bg},
b = {bg = colors.bg2, fg = colors.magenta}
},
visual = {
a = {bg = colors.yellow, fg = colors.bg},
b = {bg = colors.bg2, fg = colors.yellow}
},
replace = {
a = {bg = colors.red, fg = colors.bg},
b = {bg = colors.bg2, fg = colors.red}
},
inactive = {
a = {bg = colors.blue, fg = colors.green},
b = {bg = colors.blue, fg = colors.bg2, gui = "bold"},
c = {bg = colors.blue, fg = colors.bg2}
}
}
|
local eal = require 'lib.eal.manager'
require 'factories.base'
local EmitterFactory = class(EntityFactory, function(self)
EntityFactory.init(self, "emitter")
end)
emitter = emitter or EmitterFactory()
emitter:register("damage", function(name)
local e = {
id = name,
vars = {
class = "damageEmitter",
pc = "damageHit",
miss = "damageMiss",
hostile = "damageEnemy",
},
render = {
root = {
children = {
{
type = "particleSystem",
name = "damageHit",
template = "Damage/Hit"
},
{
type = "particleSystem",
name = "damageMiss",
template = "Damage/Miss"
},
{
type = "particleSystem",
name = "damageEnemy",
template = "Damage/Enemy"
}
}
}
}
}
if not data:createEntity(e) then
return nil
end
return eal:getEntity(name)
end)
return emitter
|
--- concat 3 things
function concat_print(a, -- string
b, -- number: any number you like (with parentheses)
c) -- ?string|number: it can be either on nil!
print(a..tostring(b)..tostring(c))
end
concat_print("hello", 10, 2)
concat_print("hello", 10, "hello")
concat_print("hello", 10)
concat_print(10, "hello", {})
|
--[[
Experience management system
]]
require('components/experience/hero_kills_xp')
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LinkLuaModifier("modifier_abyss_sword_rush_night_sword_qi", "heroes/hero_abyss_sword/abyss_sword_rush_night_sword_qi", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_abyss_sword_rush_night_sword_qi_spell", "heroes/hero_abyss_sword/abyss_sword_rush_night_sword_qi", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_abyss_sword_rush_night_sword_qi_enemy", "heroes/hero_abyss_sword/abyss_sword_rush_night_sword_qi", LUA_MODIFIER_MOTION_NONE)
abyss_sword_rush_night_sword_qi = abyss_sword_rush_night_sword_qi or class({})
modifier_abyss_sword_rush_night_sword_qi = modifier_abyss_sword_rush_night_sword_qi or class({})
modifier_abyss_sword_rush_night_sword_qi_spell = modifier_abyss_sword_rush_night_sword_qi_spell or class({})
modifier_abyss_sword_rush_night_sword_qi_enemy = modifier_abyss_sword_rush_night_sword_qi_spell or class({})
function abyss_sword_rush_night_sword_qi:GetCastRange()
return self:GetSpecialValueFor("length")
end
function abyss_sword_rush_night_sword_qi:OnProjectileHit(target,location)
local caster = self:GetCaster()
if caster:HasModifier("modifier_abyss_sword_rush_night_sword_qi_spell") then
caster:AddNewModifier(caster, self, "modifier_abyss_sword_rush_night_sword_qi", {})
caster:PerformAttack(target, true, true, true, true, false, false, true)
caster:RemoveModifierByName("modifier_abyss_sword_rush_night_sword_qi")
else
if not target then return end
if target:HasModifier("modifier_abyss_sword_rush_night_sword_qi_enemy") then return end
local dmg = caster:GetAverageTrueAttackDamage(target)
local damage = self:GetSpecialValueFor("damage")
dmg = dmg + damage
local dmgtable = {
attacker = caster,
victim = target,
damage = dmg,
damage_type = DAMAGE_TYPE_PHYSICAL,
damage_flags = 0,
ability = self
}
ApplyDamage(dmgtable)
target:AddNewModifier(caster, self, "modifier_abyss_sword_rush_night_sword_qi_enemy", {duration = 0.5})
end
end
function abyss_sword_rush_night_sword_qi:OnSpellStart()
local target = self:GetCursorPosition()
local origin = self:GetCaster():GetAbsOrigin()
self:CreateProjectiles(origin,target,0,1)
EmitAnnouncerSoundForPlayer("npc_dota_hero_visage.vo.SwordQi.Cast", self:GetCaster():GetPlayerOwnerID())
self:GetCaster():AddNewModifier(caster, self, "modifier_abyss_sword_rush_night_sword_qi_spell", {duration = 0.5})
end
function abyss_sword_rush_night_sword_qi:CreateProjectiles(origin,target,angle,count)
local caster = self:GetCaster()
local width = self:GetSpecialValueFor("width")
local length = self:GetSpecialValueFor("length")
local speed = self:GetSpecialValueFor("speed")
local vector = (target - origin):Normalized()
local startangle = angle / 2
local step = angle/count
if count == 1 then
step = startangle
end
for i = 1, count, 1 do
ProjectileManager:CreateLinearProjectile({
Ability = self,
EffectName = "particles/custom/abyss_sword/abyss_sword_rush_night_sword_qi_wave.vpcf",
vSpawnOrigin = origin,
fDistance = length,
fStartRadius = width,
fEndRadius = width,
Source = caster,
bHasFrontalCone = false,
bReplaceExisting = false,
iUnitTargetTeam = DOTA_UNIT_TARGET_TEAM_ENEMY,
iUnitTargetFlags = DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES,
iUnitTargetType = DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC,
fExpireTime = GameRules:GetGameTime() + 5.0,
bDeleteOnHit = false,
vVelocity = RotatePosition(Vector(0,0,0), QAngle(0,startangle - i*step, 0), vector) * speed,
bProvidesVision = true,
iVisionRadius = width,
iVisionTeamNumber = caster:GetTeamNumber(),
})
end
caster:EmitSound("Hero_Abyss_Sword.SwordQi.Cast")
end
function modifier_abyss_sword_rush_night_sword_qi:RemoveOnDeath() return false end
function modifier_abyss_sword_rush_night_sword_qi:IsHidden() return true end
function modifier_abyss_sword_rush_night_sword_qi:IsPurgable() return false end
function modifier_abyss_sword_rush_night_sword_qi:DeclareFunctions()
return {MODIFIER_PROPERTY_BASEATTACK_BONUSDAMAGE}
end
function modifier_abyss_sword_rush_night_sword_qi:GetModifierBaseAttack_BonusDamage(params)
local damage = self:GetAbility():GetSpecialValueFor("damage")
return damage
end
function modifier_abyss_sword_rush_night_sword_qi_spell:RemoveOnDeath() return true end
function modifier_abyss_sword_rush_night_sword_qi_spell:IsHidden() return true end
function modifier_abyss_sword_rush_night_sword_qi_spell:IsPurgable() return false end
function modifier_abyss_sword_rush_night_sword_qi_enemy:RemoveOnDeath() return true end
function modifier_abyss_sword_rush_night_sword_qi_enemy:IsHidden() return true end
function modifier_abyss_sword_rush_night_sword_qi_enemy:IsPurgable() return false end
|
local lanes = require "lanes" .configure{ with_timers = false, track_lanes = true}
local wait
do
local linda = lanes.linda()
wait = function( seconds_)
linda:receive( seconds_, "dummy_key")
end
end
print "hello"
local track = function( title_)
print( title_)
for k, v in pairs( lanes.threads())
do
print( k, v.name, v.status)
end
print( "\n")
end
local sleeper = function( name_, seconds_)
-- print( "entering '" .. name_ .. "'")
local lanes = require "lanes"
-- no set_debug_threadname in main thread
if set_debug_threadname
then
-- print( "set_debug_threadname('" .. name_ .. "')")
set_debug_threadname( name_)
end
-- suspend the lane for the specified duration with a failed linda read
wait( seconds_)
-- print( "exiting '" .. name_ .. "'")
end
-- sleeper( "main", 1)
-- the generator
local g = lanes.gen( "*", sleeper)
-- start a forever-waiting lane (nil timeout)
g( "forever")
-- start a lane that will last 2 seconds
g( "two_seconds", 2)
-- give a bit of time to reach the linda waiting call
wait( 0.1)
-- list the known lanes
track( "============= START")
-- wait until "two_seconds has completed"
wait(2.1)
track( "============= two_seconds dead")
-- this will collect the completed lane (and remove it from the tracking queue)
-- collectgarbage()
-- track( "============= two_seconds dead (after collectgarbage)")
-- start another lane that will last 2 seconds, with the same name
g( "two_seconds", 2)
-- give a bit of time to reach the linda waiting call
wait( 0.1)
-- list the known lanes
track( "============= ANOTHER")
print "done"
|
local realvim = vim
module('global_function_overwrite_test', vim.bridge)
FooBar = 17
realvim.command 'echo exists("*FooBar")'
function FooBar()
end
realvim.command 'echo exists("*FooBar")'
FooBar = nil
realvim.command 'echo exists("*FooBar")'
|
-- A Module to update pfUI to match vanilla plus server (enUS only)
-- based on research of @Heroclastus09 and @hawaiisa
-- https://github.com/Heroclastus09/pfUI @7b190e92656dc76884bdd5f342e064879a2c85c2
pfUI:RegisterModule("vanillaplus", function()
do -- add talent based debuffs to dynamic debuffs
pfUI_locale["enUS"]["dyndebuffs"]["Challenging Shout"] = "Challenging Shout"
pfUI_locale["enUS"]["dyndebuffs"]["Intimidating Shout"] = "Intimidating Shout"
pfUI_locale["enUS"]["dyndebuffs"]["Hamstring"] = "Hamstring"
pfUI_locale["enUS"]["dyndebuffs"]["Expose Armor"] = "Expose Armor"
pfUI_locale["enUS"]["dyndebuffs"]["Garrote"] = "Garrote"
pfUI_locale["enUS"]["dyndebuffs"]["Blind"] = "Blind"
pfUI_locale["enUS"]["dyndebuffs"]["Sap"] = "Sap"
pfUI_locale["enUS"]["dyndebuffs"]["Curse of Exhaustion"] = "Curse of Exhaustion"
pfUI_locale["enUS"]["dyndebuffs"]["Curse of Recklessness"] = "Curse of Recklessness"
pfUI_locale["enUS"]["dyndebuffs"]["Curse of Shadow"] = "Curse of Shadow"
pfUI_locale["enUS"]["dyndebuffs"]["Curse of the Elements"] = "Curse of the Elements"
pfUI_locale["enUS"]["dyndebuffs"]["Curse of Weakness"] = "Curse of Weakness"
pfUI_locale["enUS"]["dyndebuffs"]["Curse of Agony"] = "Curse of Agony"
pfUI_locale["enUS"]["dyndebuffs"]["Corruption"] = "Corruption"
pfUI_locale["enUS"]["dyndebuffs"]["Immolate"] = "Immolate"
pfUI_locale["enUS"]["dyndebuffs"]["Psychic Scream"] = "Psychic Scream"
pfUI_locale["enUS"]["dyndebuffs"]["Cheap Shot"] = "Cheap Shot"
pfUI_locale["enUS"]["dyndebuffs"]["Hunter\'s Mark"] = "Hunter\'s Mark"
pfUI_locale["enUS"]["dyndebuffs"]["Moonfire"] = "Moonfire"
pfUI_locale["enUS"]["dyndebuffs"]["Entangling Roots"] = "Entangling Roots"
pfUI_locale["enUS"]["dyndebuffs"]["Insect Swarm"] = "Insect Swarm"
pfUI_locale["enUS"]["dyndebuffs"]["Faerie Fire"] = "Faerie Fire"
pfUI_locale["enUS"]["dyndebuffs"]["Hibernate"] = "Hibernate"
pfUI_locale["enUS"]["dyndebuffs"]["Soothe Animal"] = "Soothe Animal"
pfUI_locale["enUS"]["dyndebuffs"]["Hammer of Justice"] = "Hammer of Justice"
end
do -- adjust spell durations
pfUI_locale["enUS"]["debuffs"]['Challenging Shout']={[0]=4.0,}
pfUI_locale["enUS"]["debuffs"]['Concussive Shot']={[0]=5.0,}
pfUI_locale["enUS"]["debuffs"]['Curse of Recklessness']={[0]=60.0,}
pfUI_locale["enUS"]["debuffs"]['Curse of Shadow']={[0]=60.0,}
pfUI_locale["enUS"]["debuffs"]['Curse of Weakness']={[0]=60.0,}
pfUI_locale["enUS"]["debuffs"]['Curse of the Elements']={[0]=60.0,}
pfUI_locale["enUS"]["debuffs"]['Entangling Roots']={[1]=15.0,[2]=18.0,[3]=21.0,[4]=24.0,[5]=27.0,[6]=30.0,[0]=30.0,}
pfUI_locale["enUS"]["debuffs"]['Frostbolt']={[1]=3.0,[2]=4.0,[3]=4.0,[4]=5.0,[5]=5.0,[6]=6.0,[7]=6.0,[8]=7.0,[9]=7.0,[10]=7.0,[11]=7.0,[0]=7.0,}
pfUI_locale["enUS"]["debuffs"]['Ghostly Strike']={[0]=5.0,}
pfUI_locale["enUS"]["debuffs"]['Hamstring']={[0]=9.0,}
pfUI_locale["enUS"]["debuffs"]['Hunter\'s Mark']={[0]=30.0,}
pfUI_locale["enUS"]["debuffs"]['Improved Scorpid Sting']={[0]=30.0,}
pfUI_locale["enUS"]["debuffs"]['Insect Swarm']={[0]=16.0,}
pfUI_locale["enUS"]["debuffs"]['Kick']={[0]=6.0,}
pfUI_locale["enUS"]["debuffs"]['Kick - Silenced']={[0]=3.0,}
pfUI_locale["enUS"]["debuffs"]['Kidney Shot']={[0]=1.0,[1]=0.0,[2]=1.0,}
pfUI_locale["enUS"]["debuffs"]['Mind Flay']={[0]=4.0,}
pfUI_locale["enUS"]["debuffs"]['Repentance']={[0]=60.0,}
pfUI_locale["enUS"]["debuffs"]['Scatter Shot']={[0]=5.0,}
pfUI_locale["enUS"]["debuffs"]['Scorpid Sting']={[0]=30.0,}
pfUI_locale["enUS"]["debuffs"]['Starfall Stun']={[0]=4.0,}
pfUI_locale["enUS"]["debuffs"]['Thunder Clap']={[0]=30.0,}
end
if pfUI.api.libtotem and pfUI.api.libtotem.totems then -- adjust totem durations
libtotem.totems["Spell_Nature_StoneClawTotem"] = {[-1] = 20}
libtotem.totems["Spell_Nature_TremorTotem"] = {[-1] = 20}
libtotem.totems["INV_Spear_04"] = {[-1] = 300}
libtotem.totems["Spell_Nature_ManaRegenTotem"] = {[-1] = 300}
libtotem.totems["Spell_Frost_SummonWaterElemental"] = {[-1] = 15}
libtotem.totems["Spell_Nature_GroundingTotem"] = {[-1] = 40}
end
do -- libcast overwrites
local aimedshot = L["customcast"]["AIMEDSHOT"]
local multishot = L["customcast"]["MULTISHOT"]
local originalAimedShot = libcast.customcast[strlower(aimedshot)]
libcast.customcast[strlower(aimedshot)] = function(begin, duration)
if begin then
-- reduce duration based on v+ talents
local duration = 3000
local _,_,_,_,count = GetTalentInfo(2,14)
if count then
duration = duration - count*200
end
-- trigger original function
originalAimedShot(begin, duration)
end
end
local originalMultiShot = libcast.customcast[strlower(multishot)]
libcast.customcast[strlower(multishot)] = function(begin, duration)
if begin then
-- reduce duration based on v+ talents
local duration = 1000
local _,_,_,_,count = GetTalentInfo(2,14)
if count then
duration = duration - count*200
end
-- trigger original function
originalMultiShot(begin, duration)
end
end
end
do -- libdebuff overwrites
function libdebuff:GetDuration(effect, rank)
if L["debuffs"][effect] then
local rank = rank and tonumber((string.gsub(rank, RANK .. " ", ""))) or 0
local rank = L["debuffs"][effect][rank] and rank or libdebuff:GetMaxRank(effect)
local duration = L["debuffs"][effect][rank]
local _, class = UnitClass("player")
-- ROGUE
if class == "ROGUE" then
-- Gouge
if effect == L["dyndebuffs"]["Gouge"] then
local _,_,_,_,countIG = GetTalentInfo(2,1)
local _,_,_,_,countTC = GetTalentInfo(1,16)
-- Improved Gouge
duration = duration + (countIG and countIG*.5 or 0)
-- Total Control
duration = duration + (countTC and countTC*.5 or 0)
-- Rupture
elseif effect == L["dyndebuffs"]["Rupture"] then
local _,_,_,_,countSB = GetTalentInfo(3,13)
local _,_,_,_,countEx = GetTalentInfo(1,6)
-- Combo Points
duration = duration + GetComboPoints()*2
-- Exhaustion
duration = duration + (countEx and duration*(countEx*.25) or 0)
-- Serrated Blades
duration = duration + (countSB and countSB*2 or 0)
-- Garotte with Serrated Blades
elseif effect == L["dyndebuffs"]["Garrote"] then
local _,_,_,_,countSB = GetTalentInfo(3,13)
if countSB and countSB > 1 then duration = duration + 2*countSB end
if (countEx and countEx == 2 and countSB and countSB > 0) then duration = (duration + GetComboPoints() * 2) * 1.5 + (countSB*2)end
-- Total Control for Kidney Shot
elseif effect == L["dyndebuffs"]["Kidney Shot"] then
local _,_,_,_,countTC = GetTalentInfo(1,16)
if countTC and countTC == 0 then duration = duration + GetComboPoints()*1 end
if countTC and countTC > 0 then duration = duration + GetComboPoints()*1 + (countTC*.5) end
-- Expose Armor with Exhaustion
elseif effect == L["dyndebuffs"]["Expose Armor"] then
local _,_,_,_,countEx = GetTalentInfo(1,6)
if countEx and countEx > 0 then duration = duration + ( duration / 100 * (countEx*25)) end
-- Total Control for Cheap Shot, Blind and Sap
elseif effect == L["dyndebuffs"]["Cheap Shot"]
or effect == L["dyndebuffs"]["Blind"]
or effect == L["dyndebuffs"]["Sap"]
then
local _,_,_,_,countTC = GetTalentInfo(1,16)
if countTC and countTC > 0 then duration = duration + (countTC*.5) end
end
-- MAGE
elseif class == "MAGE" then
-- Permafrost (3/3)
if effect == L["dyndebuffs"]["Frostbolt"] then
local _,_,_,_,countIFB = GetTalentInfo(3,3)
if countIFB and countIFB > 0 then duration = duration + countIFB end
end
-- HUNTER
elseif class == "HUNTER" then
-- Improved Hunters Mark
if effect == L["dyndebuffs"]["Hunter\'s Mark"] then
local _,_,_,_,countIHM = GetTalentInfo(2,1)
if countIHM and countIHM > 0 then duration = duration + 60*countIHM end
end
-- PRIEST
elseif class == "PRIEST" then
-- Improved Shadow Word: Pain
if effect == L["dyndebuffs"]["Shadow Word: Pain"] then
local _,_,_,_,countSWP = GetTalentInfo(3,2)
if countSWP and countSWP > 0 then duration = duration + countSWP * 3 end
end
-- WARLOCK
elseif class == "WARLOCK" then
-- Jinx with 4 Curses
if effect == L["dyndebuffs"]["Curse of Weakness"]
or effect == L["dyndebuffs"]["Curse of Recklessness"]
or effect == L["dyndebuffs"]["Curse of the Elements"]
or effect == L["dyndebuffs"]["Curse of Shadow"]
then
local _,_,_,_,countJ = GetTalentInfo(1,2)
if countJ and countJ > 0 then duration = duration + countJ*30 end
-- Curse of Exhaustion with Jinx
elseif effect == L["dyndebuffs"]["Curse of Exhaustion"] then
local _,_,_,_,countJ = GetTalentInfo(1,2)
if countJ and countJ > 0 then duration = duration + countJ*3 end
-- Prolonged Misery
elseif effect == L["dyndebuffs"]["Curse of Agony"]
or effect == L["dyndebuffs"]["Immolate"]
or effect == L["dyndebuffs"]["Corruption"]
then
local _,_,_,_,countPM = GetTalentInfo(1,8)
if countPM and countPM > 0 then duration = duration + countPM * 3 end
end
-- WARRIOR
elseif class == "WARRIOR" then
-- Booming Voice
if effect == L["dyndebuffs"]["Demoralizing Shout"]
or effect == L["dyndebuffs"]["Challenging Shout"]
or effect == L["dyndebuffs"]["Intimidating Shout"]
then
local _,_,_,_,countBV = GetTalentInfo(2,2)
if countBV and countBV == 1 then duration = duration * 1.3 end
if countBV and countBV == 2 then duration = duration * 1.5 end
-- Improved Hamstring
elseif effect == L["dyndebuffs"]["Hamstring"] then
local _,_,_,_,countIHS = GetTalentInfo(1,7)
if countIHS and countIHS > 0 then duration = duration + 3*countIHS end
end
-- DRUID
elseif class == "DRUID" then
-- Power of Nature
if effect == L["dyndebuffs"]["Moonfire"]
or effect == L["dyndebuffs"]["Insect Swarm"]
or effect == L["dyndebuffs"]["Soothe Animal"]
or effect == L["dyndebuffs"]["Faerie Fire"]
or effect == L["dyndebuffs"]["Hibernate"]
then
local _,_,_,_,countPON = GetTalentInfo(1,12)
if countPON and countPON == 1 then duration = duration*1.25 end
if countPON and countPON == 2 then duration = duration*1.5 end
-- Mighty Roots
elseif effect == L["dyndebuffs"]["Entangling Roots"] then
local _,_,_,_,countMR = GetTalentInfo(1,4)
if countMR and countMR == 1 then duration = duration*1.4 end
if countMR and countMR == 1 then duration = duration*1.7 end
if countMR and countMR == 1 then duration = duration*2.0 end
end
-- PALADIN
elseif class == "PALADIN" then
-- Improved Hammer of Justice
if effect == L["dyndebuffs"]["Hammer of Justice"] then
local _,_,_,_,countHOJ = GetTalentInfo(2,6)
if countHOJ and countHOJ > 0 then duration = duration + countHOJ*.5 end
end
end
return duration
else
return 0
end
end
end
end)
|
local john = require('function_class')('init', 'John', 28)
package.loaded['function_class'] = nil
local rebecca = require('function_class')('init', 'Rebecca', 21)
john('say_hi')
rebecca('say_hi')
john('get_older')
print(john('get_age'))
|
AddCSLuaFile()
if (CLIENT) then
SWEP.PrintName = "Pipe"
SWEP.Slot = 1
SWEP.SlotPos = 2
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = false
end
SWEP.Author = "Zenolisk"
SWEP.Instructions = "Primary Fire: Strike"
SWEP.Purpose = "Hitting things."
SWEP.Base = "reb_melee_base"
SWEP.HoldType = "melee"
SWEP.Category = "Rebellion"
SWEP.ViewModelFOV = 59
SWEP.ViewModelFlip = false
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Primary.Damage = 15
SWEP.Primary.Delay = 0.7
SWEP.Primary.Automatic = true
SWEP.isBlunt = true
SWEP.ViewModel = Model("models/weapons/c_crowbar.mdl")
SWEP.WorldModel = Model("models/props_canal/mattpipe.mdl")
SWEP.weaponLength = 0.5
SWEP.UseHands = true
SWEP.ShowViewModel = false
SWEP.originMod = Vector(0, -3, 4)
SWEP.VElements = {
["pipe"] = { type = "Model", model = "models/props_canal/mattpipe.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2, 2.2, -6.7), angle = Angle(8.182, -97.014, -3.507), size = Vector(0.6, 0.6, 0.6), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
|
-- =============================================================
-- Copyright Roaming Gamer, LLC. 2008-2016 (All Rights Reserved)
-- =============================================================
--
-- =============================================================
-- Last Updated: 23 NOV 2016
-- Last Validated:
-- =============================================================
local lfs = require "lfs"
local json = require "json"
local strGSub = string.gsub
local strSub = string.sub
local strFormat = string.format
local strFind = string.find
local pathSep = "/"
local RGFiles
local systemTemporary = {}
--
-- Get path to systemTemporary root.
--
function systemTemporary.getRoot()
return RGFiles.temporaryRoot
end
--
-- Create full systemTemporary path.
--
function systemTemporary.getPath( path )
local fullPath = RGFiles.temporaryRoot .. path
fullPath = RGFiles.util.repairPath( fullPath )
return fullPath
end
-- =============================================================
-- =============================================================
function systemTemporary.attach( module )
RGFiles = module
module.temporary = systemTemporary
end
return systemTemporary
|
string.split = function(str, sep)
local res = {}
for v in str:gmatch("([^" .. sep .. "]+)") do
res[#res + 1] = v
end
return res
end
string.trim = function(str)
return str:match'^()%s*$' and '' or str:match'^%s*(.*%S)'
end
string.starts = function(str, substr)
return string.sub(str, 1, #substr) == substr
end
string.titleCase = function(str)
return str:gsub("(%a)([%w_']*)", function(first, rest) return first:upper() .. rest:lower() end)
end
string.diff = function(diff)
local format = {
{'day', diff / 60 / 60 / 24},
{'hour', diff / 60 / 60 % 24},
{'minute', diff / 60 % 60},
{'second', diff % 60}
}
local out = {}
for k, t in ipairs(format) do
local v = math.floor(t[2])
if(v > 0) then
table.insert(out, (k < #format and (#out > 0 and ', ' or '') or ' and ') .. v .. ' ' .. t[1] .. (v ~= 1 and 's' or ''))
end
end
local ret = table.concat(out)
if ret:len() < 16 and ret:find('second') then
local a, b = ret:find(' and ')
ret = ret:sub(b+1)
end
return ret
end
|
HedgewarsScriptLoad("/Scripts/SimpleMission.lua")
HedgewarsScriptLoad("/Scripts/Locale.lua")
local heroAmmo = {}
for a=0, amMinigun do
if a == amExtraTime then
heroAmmo[a] = 2
elseif a ~= amNothing and a ~= amCreeper then
heroAmmo[a] = 100
end
end
SimpleMission({
missionTitle = loc("Big Armory"),
missionIcon = -amBazooka,
wind = 15,
initVars = {
TurnTime = 45000,
GameFlags = gfDisableWind + gfDisableLandObjects,
Theme = "EarthRise",
Map = "BigArmory", -- from sidecar HWP
--[[ Map has been generated in Hedgewars 0.9.24 and
then exported as PNG with these settings:
* Seed = "{7e34a56b-ee7b-4fe1-8f30-352a998f3f6a}"
* MapGen = mgRandom
* MapFeatureSize = 12
* Theme = "EarthRise"
* relevant GameFlag: gfDisableLandObjects ]]
},
teams = {
{ isMissionTeam = true,
clanID = 0,
hogs = {
{
health = 100,
x = 543, y = 1198,
ammo = heroAmmo,
}
}, },
{ name = loc("Galaxy Guardians"),
clanID = 8,
flag = "cm_galaxy",
grave = "Earth",
hogs = {
{name=loc("Rocket"), x=796, y=1208, faceLeft=true},
{name=loc("Star"), x=733, y=1546, faceLeft=true},
{name=loc("Asteroid"), x=738, y=1887, faceLeft=true},
{name=loc("Comet"), x=937, y=1344, faceLeft=true},
{name=loc("Sunflame"), x=3424, y=1555},
{name=loc("Eclipse"), x=3417, y=1119},
{name=loc("Jetpack"), x=2256, y=1280},
{name=loc("Void"), x=1587, y=1265, faceLeft=true},
}, },
},
customNonGoals = {
{ type = "turns", turns = 1, failText = loc("You failed to kill all enemies in a single turn.") }
},
customGoalCheck = "turnEnd",
goalText = loc("Kill all enemy hedgehogs in a single turn."),
})
|
local playsession = {
{"mewmew", {94615}},
{"vvictor", {59077}}
}
return playsession
|
resource_manifest_version '44febabe-d386-4d18-afbe-5e627f4af937'
----------------------------------------------------------------
------START------------------------------------------------
----------------------------------------------------------------
server_script "red_core.lua"
----------------------------------------------------------------
---Ancre------------------------------------------------------
----------------------------------------------------------------
client_script 'scripts/Ancre/client.lua'
---------------------------------------------------------------
---Arme r�aliste-----------------------------------------------------
----------------------------------------------------------------
client_script 'scripts/ArmeRealiste/client.lua'
----------------------------------------------------------------
---Blowtorch---------------------------------------------------
----------------------------------------------------------------
client_script 'scripts/blowtorch/client.lua'
server_script 'scrips/blowtorch/server.lua'
----------------------------------------------------------------
---news-----------------------------------------------------
----------------------------------------------------------------
client_script 'scripts/news/client.lua'
server_script 'scrips/news/server.lua'
--------------------------------------------b--------------------
---Micro----------------------------------------------------
----------------------------------------------------------------
client_script "scripts/micro/main.lua"
ui_page 'scripts/micro/html/ui.html'
files {
'scripts/micro/html/ui.html',
'scripts/micro/html/app.js',
'scripts/micro/html/style.css',
'scripts/micro/img/mic.png'
}
----------------------------------------------------------------
---sup------------------------------------------------------
----------------------------------------------------------------
client_scripts {
'scripts/braquageSup/config.lua',
'scripts/braquageSup/client.lua'
}
server_scripts {
'scripts/braquageSup/config.lua',
'scripts/braquageSup/server.lua'
}
----------------------------------------------------------------
---discord ------------------------------------------------------
----------------------------------------------------------------
client_script 'scripts/discord_activity_redside/client.lua'
----------------------------------------------------------------
---heli ------------------------------------------------------
----------------------------------------------------------------
client_script 'scripts/heli/heli_client.lua'
server_script 'scrips/heli/heli_server.lua'
----------------------------------------------------------------
---safezone------------------------------------------------------
----------------------------------------------------------------
client_script 'scripts/redsafe/safe.lua'
----------------------------------------------------------------
---JUML------------------------------------------------------
----------------------------------------------------------------
client_script 'scripts/Jumelles/client.lua'
server_script 'scripts/Jumelles/server.lua'
----------------------------------------------------------------
---Tackle------------------------------------------------------
----------------------------------------------------------------
server_scripts {
'scripts/ktackle/config.lua',
'scripts/ktackle/server.lua'
}
client_scripts {
'scripts/ktackle/config.lua',
'scripts/ktackle/client.lua'
}
----------------------------------------------------------------
---Voice notif------------------------------------------------------
----------------------------------------------------------------
client_script 'scripts/voice/vocalchat.lua'
----------------------------------------------------------------
---MDP------------------------------------------------------
----------------------------------------------------------------
client_script "scripts/pass/client.lua"
server_script "scripts/pass/server.lua"
----------------------------------------------------------------
---BLIPSPORTS------------------------------------------------------
----------------------------------------------------------------
client_script "scripts/sports/blips.lua"
----------------------------------------------------------------
--------MECHANIC------------------------------------------------------
----------------------------------------------------------------
client_scripts {
'scripts/ai_mechanic/client.lua',
'scripts/ai_mechanic/config.lua'
}
----------------------------------------------------------------
--------Towtruck------------------------------------------------------
----------------------------------------------------------------
client_scripts {
'scripts/ai_towtruck/client.lua',
'scripts/ai_towtruck/config.lua'
}
----------------------------------------------------------------
--------Vitesse-----------------------------------------------------
----------------------------------------------------------------
client_script 'scripts/vitesse/cl_vitesse.lua'
----------------------------------------------------------------
--------AirControl-----------------------------------------------------
----------------------------------------------------------------
----------------------------------------------------------------
--------Sirene-----------------------------------------------------
----------------------------------------------------------------
client_script 'scripts/sireneControl/client.lua'
server_script 'scripts/sireneControl/server.lua'
----------------------------------------------------------------
--------CAMERA-----------------------------------------------------
----------------------------------------------------------------
client_script 'scripts/es_camera/client.lua'
server_script 'scripts/es_camera/server.lua'
|
local self = {}
GLib.MemoryUsageReport = GLib.MakeConstructor (self)
local pointerSize = 8
local hashSize = 4
local typeSize = 4
local functionSize = 64
local stringLengthSize = 4
local tableSizeSize = 4
function self:ctor ()
self.Pools = {}
self.CountedTables = GLib.WeakKeyTable ()
self.CountedStrings = {}
self.CountedFunctions = {}
end
function self:Credit (poolName, object, size)
poolName = poolName or "Unknown"
self.Pools [poolName] = self.Pools [poolName] or 0
self.Pools [poolName] = self.Pools [poolName] + size
end
function self:CreditFunction (poolName, object)
if self:IsCounted (object) then return end
self:MarkCounted (object)
self:CreditTable (poolName or "Function Metadata", debug.getinfo (object))
self:Credit (poolName or "Functions", object, functionSize)
end
function self:CreditObject (poolName, object)
if type (object) == "table" then
if type (object.ComputeMemoryUsage) == "function" and poolName ~= "Metatables" then
object:ComputeMemoryUsage (self, poolName)
else
self:CreditTable (poolName, object)
end
elseif type (object) == "string" then
self:CreditString (poolName or "Strings", object)
elseif type (object) == "number" then
self:Credit (poolName, nil, 8)
elseif type (object) == "function" then
self:CreditFunction (poolName or "Functions", object, functionSize)
end
end
function self:CreditString (poolName, object)
if object == nil then return end
if self:IsCounted (object) then return end
self:MarkCounted (object)
self:Credit (poolName, object, stringLengthSize + string.len (object) + 1) -- Length, string data, null terminator
end
function self:CreditTable (poolName, object)
if self:IsCounted (object) then return end
self:CreditTableStructure (poolName, object)
for k, v in pairs (object) do
self:CreditObject (poolName, k)
self:CreditObject (poolName, v)
end
end
function self:CreditTableStructure (poolName, object)
if self:IsCounted (object) then return end
self:MarkCounted (object)
local count = 0
for k, v in pairs (object) do
count = count + 1
end
self:CreditObject ("Metatables", object.__index)
self:CreditObject ("Metatables", getmetatable (object))
local size = tableSizeSize * 2 -- Hash table size + array size
size = size + count * 2 * pointerSize -- Hash table array
size = size + count * hashSize -- Hashes
size = size + count * typeSize -- Metadata
poolName = poolName or "Unknown"
self.Pools [poolName] = self.Pools [poolName] or 0
self.Pools [poolName] = self.Pools [poolName] + size
end
function self:GetTotalBytes ()
local totalBytes = 0
for _, poolBytes in pairs (self.Pools) do
totalBytes = totalBytes + poolBytes
end
return totalBytes
end
function self:IsCounted (object)
return self.CountedTables [object] or self.CountedStrings [object] or self.CountedFunctions [object] or false
end
function self:MarkCounted (object)
if type (object) == "table" then
self.CountedTables [object] = true
elseif type (object) == "string" then
self.CountedStrings [object] = true
elseif type (object) == "function" then
self.CountedFunctions [object] = true
end
end
function self:ToString ()
local memoryUsageReport = ""
memoryUsageReport = memoryUsageReport .. "=============================\n"
memoryUsageReport = memoryUsageReport .. "Memory Usage Report\n"
memoryUsageReport = memoryUsageReport .. "=============================\n"
local sortedPools = {}
for poolName, size in pairs (self.Pools) do
sortedPools [#sortedPools + 1] = { Name = poolName, Size = size }
end
table.sort (sortedPools, function (a, b) return a.Size > b.Size end)
local totalSize = 0
for _, poolEntry in ipairs (sortedPools) do
memoryUsageReport = memoryUsageReport .. string.format ("%9d", poolEntry.Size) .. " B - " .. poolEntry.Name .. "\n"
totalSize = totalSize + poolEntry.Size
end
memoryUsageReport = memoryUsageReport .. "=============================\n"
memoryUsageReport = memoryUsageReport .. string.format ("%9d", totalSize) .. " B - Total\n"
memoryUsageReport = memoryUsageReport .. "=============================\n"
return memoryUsageReport
end
|
-- Variables
g_Me = getLocalPlayer()
g_Resource = getThisResource()
g_Root = getRootElement()
g_ResourceRoot = getResourceRootElement(g_Resource)
g_Rooms = {}
-- Events
addEventHandler("onClientResourceStart",g_ResourceRoot,
function()
triggerServerEvent("requestServerRooms",localPlayer)
setTimer(updateRooms,5000,0)
bindKey("f1","down",joinHUB)
if(getElementData(localPlayer, "UAG.Account.Logged") == true) then
joinHUB()
end
end
)
addEventHandler("onClientResourceStop",g_ResourceRoot,
function()
unbindKey("f1","down")
end
)
addEvent("onFullRoom",true)
addEventHandler("onFullRoom",getRootElement(),
function()
exports.BB_Notify:Notify("This room is full.\nPlease try another one or wait.", 2, "Error")
end
)
addEvent("onLockedRoom",true)
addEventHandler("onLockedRoom",getRootElement(),
function()
exports.BB_Notify:Notify("This room is locked.\nPlease try another room.", 2, "Error")
end
)
function joinHUB()
joinRoom(1)
end
function joinRoom(roomID)
if((tonumber(getElementData(localPlayer,"bb.room") or -1) == roomID) and ((getElementData(localPlayer,"bb.forcejoin") or false) == false)) then return end
local idRoom = getElementByID("room_"..tostring(roomID))
if(getElementData(idRoom,"room.locked") == true) then
exports.BB_Notify:Notify("This room is locked.\nPlease try another room.", 2, "Error")
return
end
if ((getElementChildrenCount(idRoom) >= getElementData(idRoom,"room.maxplayers")) and (getElementData(idRoom,"room.maxplayers") > -1)) then
exports.BB_Notify:Notify("This room is full.\nPlease try another one or wait.", 2, "Error")
return
end
fadeCamera(false)
if (tonumber(getElementData(localPlayer,"bb.room") or -1) > -1) then
leaveRoom()
end
toggleAllControls(true, true,false)
triggerServerEvent("onPlayerJoinRoom",localPlayer,roomID)
end
function leaveRoom()
for _,v in ipairs(getElementsByType("vehicle")) do
destroyElement(v)
end
local room = getElementData(localPlayer,"bb.room")
exports[g_Rooms[room].gamemode]:unloadGamemode()
triggerServerEvent("onPlayerLeaveRoom",localPlayer)
setElementData(localPlayer,"bb.room",-1)
end
function clientJoinedRoom(roomID,roomInfo)
exports.BB_Menu:ToggleMenu(false)
showPlayerHudComponent("ammo", false)
showPlayerHudComponent("area_name", false)
showPlayerHudComponent("armour", false)
showPlayerHudComponent("breath", false)
showPlayerHudComponent("clock", false)
showPlayerHudComponent("health", false)
showPlayerHudComponent("money", false)
showPlayerHudComponent("vehicle_name", false)
showPlayerHudComponent("weapon", false)
showPlayerHudComponent("wanted", false)
exports[roomInfo.gamemode]:loadGamemode()
end
addEvent("onRoomJoin",true)
addEventHandler("onRoomJoin",getRootElement(),clientJoinedRoom)
--
function updateRooms()
triggerServerEvent("requestServerRooms",localPlayer)
end
function requestRooms()
return g_Rooms
end
function receivedRooms(rooms)
g_Rooms = rooms
end
addEvent("onReceiveRooms",true)
addEventHandler("onReceiveRooms",getRootElement(),receivedRooms)
function loadRoomMap(player,roomID)
setElementPosition(player,0,0,5)
triggerServerEvent("onMapRequest",localPlayer,roomID)
end
function getClientPlayersInRoom()
return getElementChildren(getElementByID("room_"..tostring(getElementData(localPlayer,"bb.room"))))
end
fileDelete("c_main.lua")
|
--[[
Copyright 2017 wrxck <matthew@matthewhesketh.com>
This code is licensed under the MIT. See LICENSE for details.
]]
local tpb = {}
local mattata = require('mattata')
function tpb:init()
tpb.commands = mattata.commands(
self.info.username
):command('tpb')
:command('thepiratebay').table
tpb.help = [[/tpb - Sends a list of working Pirate Bay proxies. Alias: /thepiratebay.]]
end
function tpb:on_message(message, configuration)
local str = io.popen('curl "https://proxybay.one/list.txt"'):read('*all')
if not str then
return mattata.send_reply(
message,
configuration.errors.connection
)
end
return mattata.send_message(
message.chat.id,
string.format(
'<pre>%s</pre>',
mattata.escape_html(str)
),
'html'
)
end
return tpb
|
p("moduleN")
_G.num_loaded = _G.num_loaded + 1
local moduleM = require("moduleM")
return {"moduleN"}
|
local currentVal = redis.call('get', @key)
if (currentVal == false or currentVal == @expected) then
if (@expires ~= nil and @expires ~= '') then
return redis.call('set', @key, @value, 'PX', @expires) and 1 or 0
else
return redis.call('set', @key, @value) and 1 or 0
end
else
return -1
end
|
-- project_hub_panel
-- created on 2021/8/21
-- author @zoloypzuo
local PanelWindow = require("ui.panel_window")
local Button = require("ui.widgets.button")
local InputText = require("ui.widgets.input_text")
local Spacing = require("ui.layouts.spacing")
local Separator = require("ui.widgets.separator")
local Columns = require("ui.layouts.column")
local Text = require("ui.widgets.text")
local Group = require("ui.layouts.group")
local ProjectHubPanel = Class(PanelWindow, function(self)
PanelWindow._ctor(self, "Project Hub", true)
self:SetSize({ 1000, 580 });
self:SetPosition({ 0., 0 });
self:_Header()
self:_Spacing()
self:_ProjectList()
end)
function ProjectHubPanel:_Header()
local openProjectButton = self:CreateWidget(Button, "Open Project")
local newProjectButton = self:CreateWidget(Button, "New Project")
local pathField = self:CreateWidget(InputText, "");
local goButton = self:CreateWidget(Button, "GO")
local function UpdateGoButton(p_path)
validPath = p_path ~= ""
if validPath then
goButton.idleBackgroundColor = RGBA(0, 0.5, 0)
else
goButton.idleBackgroundColor = RGBA(0.1, 0.1, 0.1)
end
goButton.disabled = not validPath
end
UpdateGoButton("") -- init go button
openProjectButton.idleBackgroundColor = RGBA(0.7, 0.5, 0.);
newProjectButton.idleBackgroundColor = RGBA(0., 0.5, 0.0);
openProjectButton.lineBreak = false;
newProjectButton.lineBreak = false;
pathField.lineBreak = false;
pathField.ContentChangedEvent:AddEventHandler(function(content)
print(content)
UpdateGoButton(pathField.content)
end)
openProjectButton:AddOnClickHandler(function()
local result = UI:OpenFileDialog()
pathField.content = result
UpdateGoButton(pathField.content)
end)
newProjectButton:AddOnClickHandler(function()
local result = UI:OpenFileDialog()
pathField.content = result
UpdateGoButton(pathField.content)
end)
goButton:AddOnClickHandler(function()
print("GO", pathField.content)
-- TODO close panel and return boot args
end)
end
function ProjectHubPanel:_Spacing()
for _ = 1, 4 do
self:CreateWidget(Spacing)
end
self:CreateWidget(Separator)
for _ = 1, 4 do
self:CreateWidget(Spacing)
end
end
function ProjectHubPanel:_ProjectList()
local columns = self:CreateWidget(Columns, 2)
columns.widths = { 750, 500 }
for i, line in ipairs({ "test1", "test2", "test3" }) do
local text = columns:CreateWidget(Text, line)
local actions = columns:CreateWidget(Group)
local openButton = actions:CreateWidget(Button, "Open")
local deleteButton = actions:CreateWidget(Button, "Delete")
openButton.idleBackgroundColor = RGBA(0.7, 0.5, 0.)
deleteButton.idleBackgroundColor = RGBA(0.5, 0., 0.)
openButton:AddOnClickHandler(function()
print("OpenProject", line)
end)
deleteButton:AddOnClickHandler(function()
--text.Destroy();
--actions.Destroy();
columns:RemoveWidget(text)
columns:RemoveWidget(actions)
end)
openButton.lineBreak = false
deleteButton.lineBreak = false
end
end
function ProjectHubPanel:Update()
ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, 50, 50)
ImGui.PushStyleVar(ImGuiStyleVar.WindowRounding, 0)
PanelWindow.Update(self)
ImGui.PopStyleVar(2)
end
return ProjectHubPanel
|
local SPUtil = require(game.ReplicatedStorage.Shared.SPUtil)
local CurveUtil = require(game.ReplicatedStorage.Shared.CurveUtil)
local TriggerButton = require(game.ReplicatedStorage.Local.TriggerButton)
local GameSlot = require(game.ReplicatedStorage.Shared.GameSlot)
local Track = {}
function Track:new(track_system, offset_angle, name, _game, track_index, note_offset, scorllmode)
local self = {}
local offset_multiplier = CurveUtil:YForPointOf2PtLine(Vector2.new(0,1), Vector2.new(40,0.1), -note_offset*2)
local _offset_angle = offset_angle
local _track_obj = nil
local _trigger_button = nil
local _parent_track_system = track_system
local _rotation = 0
local function get_rotation()
return _rotation
end
local function set_rotation(rotation)
_rotation = rotation
_track_obj.PrimaryPart.Rotation = Vector3.new(0,-rotation-0,90) --lol
end
local function set_position(x,z)
_track_obj.PrimaryPart.Position = Vector3.new(x,0.5 + _game:get_game_environment_center().Y,z)
end
local scrollmode = {Value=2}
function self:cons()
local world_center = track_system:get_player_world_center()
local player_position = track_system:get_player_world_position()
_track_obj = _game:get_game_protos().PlayerTrackProto:Clone()
self:update_brick_color(1,_game)
local world_to_player_dir = player_position-world_center
local world_to_player_rotation = SPUtil:dir_ang_deg(
world_to_player_dir.X,
world_to_player_dir.Z
)
if scrollmode.Value == 1 then
_track_obj.PrimaryPart.Size = Vector3.new(0.1,world_to_player_dir.Magnitude,0.1)
workspace.CurrentCamera.GameEnvironment.Background.Stage.Union.Transparency = 1
workspace.CurrentCamera.GameEnvironment.Background.Stage.Union2.Transparency = 0
else
_track_obj.PrimaryPart.Size = Vector3.new(0.2,world_to_player_dir.Magnitude,0.1)
workspace.CurrentCamera.GameEnvironment.Background.Stage.Union.Transparency = 0
workspace.CurrentCamera.GameEnvironment.Background.Stage.Union2.Transparency = 1
end
do
local offset_rotation = world_to_player_rotation + offset_angle
local offset_dir = 0
do
local xy_dir = SPUtil:ang_deg_dir(offset_rotation)
offset_dir = Vector3.new(
xy_dir.X,
0,
xy_dir.Y
) * world_to_player_dir.Magnitude
end
local offset_mid = offset_dir * 0.5 + world_center
set_position(offset_mid.X,offset_mid.Z)
set_rotation(offset_rotation)
end
if scrollmode.Value == 1 then
set_rotation(get_rotation() - offset_angle)
else
set_rotation(get_rotation() - offset_angle * 0.25)
end
_track_obj.Name = name
_track_obj.Parent = _game:get_game_element().Parent
_trigger_button = TriggerButton:new(
_game,
self:get_end_position(true),
_parent_track_system,
track_index
)
end
function self:teardown()
_track_obj:Destroy()
_parent_track_system = nil
_trigger_button:teardown()
_trigger_button = nil
self = nil
_game = nil
track_system = nil
end
local _beat_flash_offset = 0
function self:update_brick_color(dt_scale, _game)
if _game._players._slots:contains(_parent_track_system._game_slot) == false then
return
end
local target_transparency = 1
if scrollmode.Value ~= 1 then
_track_obj.PlayerTrackProto.BrickColor, target_transparency =
GameSlot:slot_to_color_and_transparency(
_parent_track_system._game_slot,
_game._players._slots:get(_parent_track_system._game_slot)._power_bar_active
)
else
target_transparency = 1
_track_obj.PlayerTrackProto.Transparency = 1
_track_obj.PlayerTrackProto.BrickColor = BrickColor.new("Really black")
end
if GameSlot:perp_view_slot(_game:get_local_game_slot(), _parent_track_system._game_slot) then
target_transparency = 0
end
--[[
if _game:get_local_game_slot() == 2 and _parent_track_system._game_slot == 2 then
target_transparency = 0.65
elseif GameSlot:perp_view_slot(_game:get_local_game_slot(), _parent_track_system._game_slot) then
target_transparency = target_transparency * 1.5
end
]]--
if _game._players._slots:get(_parent_track_system._game_slot)._power_bar_active then
if _game._audio_manager:is_beat() then
_beat_flash_offset = 0
end
end
if scrollmode ~= 1 then
_track_obj.PlayerTrackProto.Transparency = target_transparency + _beat_flash_offset
end
-- _beat_flash_offset = CurveUtil:Expt(
-- _beat_flash_offset,
-- 0,
-- CurveUtil:NormalizedDefaultExptValueInSeconds(0.75),
-- dt_scale
-- )
end
function self:update(dt_scale,_game)
_trigger_button:update(dt_scale,_game)
self:update_brick_color(dt_scale, _game)
end
function self:get_start_position()
local dir_xy = SPUtil:ang_deg_dir(get_rotation()).unit
local dir = Vector3.new(dir_xy.x, 0, dir_xy.y)
return _track_obj.PrimaryPart.Position + (dir * -1 * _track_obj.PrimaryPart.Size.Y * 0.5)
end
function self:get_end_position(isTrigger)
--local END_PCT = 0.55
local END_PCT = 0.1
local dir_xy = SPUtil:ang_deg_dir(get_rotation()).unit
local dir = Vector3.new(dir_xy.x, 0, dir_xy.y)
if isTrigger == true then
return _track_obj.PrimaryPart.Position + (dir * 1 * _track_obj.PrimaryPart.Size.Y * 0.5 * END_PCT)
else
return _track_obj.PrimaryPart.Position + (dir * 1 * _track_obj.PrimaryPart.Size.Y * 0.5 * END_PCT * offset_multiplier)
end
end
function self:press()
_trigger_button:press()
end
function self:release()
_trigger_button:release()
end
self:cons()
return self
end
return Track
|
-- Pure Lua classes with multiple inheritance.
-- MIT/X license (c) 2016 Daniel Lima
-- Create an instance of self
local function new(self, param, ...)
local obj
if not ... and type(param) == 'table' then
obj = setmetatable(param, self)
obj:__init()
else
obj = setmetatable({}, self)
obj:__init(param, ...)
end
return obj
end
local root = {
__init = function() end,
}
local types = {
[root] = {},
}
-- Create a new subclass of the 'base' class,
-- passing several tables as mixins for multiple inheritance.
-- In case of conflicting attributes, the last mixin will resolve.
local function extend(base,...)
-- T is the new subclass of self
local T = {
__init = base.__init, --default initializer
}
-- superclasses of T
types[T] = { [T]=true }
for t in pairs(types[base]) do
types[T][t] = true
end
-- copy mixins to T
for _,m in ipairs{...} do
types[T][m] = true
for k,v in pairs(m) do
T[k] = v
end
end
-- link methods
T.super = base
T.extend = extend
T.__index = T
-- test if object is an instance of class (or any subclass)
function T:is(class)
return types[T][class]
end
T.is_a = T.is
local Tmt = {
__call = new,
__index = base
}
return setmetatable(T, Tmt)
end
-- alias to class creation
local function class(self, ...)
return extend(root,...)
end
-- shallow table copying
local function copy(self)
local t = {}
for k,v in pairs(self) do
t[k] = v
end
return setmetatable(t, getmetatable(self))
end
-- deep table copying (beware: does not treat reference loops)
local function deepcopy(self)
if type(self) == 'table' then
local t = {}
for k,v in pairs(self) do
t[k] = deepcopy(v)
end
return setmetatable(t, getmetatable(self))
end
return self
end
return setmetatable({
copy = copy,
class = class,
deepcopy = deepcopy,
}, { __call = class })
|
if minetest.global_exists ("projectile") then
local function shoot (spawn_pos, itemstack, owner, spawner_pos, spawner_dir, force, catagory)
local pos = spawn_pos
local level = 1
local ammo_entity = projectile.registered_projectiles[catagory][itemstack:get_name ()]
if not itemstack:is_empty() and ammo_entity then
local adef = minetest.registered_entities[ammo_entity]
-- Fire an amount of projectiles at once according to the ammo's defined "count".
for n = 1, (adef.count or 1) do
local projectile = minetest.add_entity (pos, ammo_entity)
local luapro = projectile:get_luaentity()
-- Set velocity according to the direction it was fired.
-- Speed is determined by the ammo. No weapon and always fully charged.
projectile:set_velocity(vector.multiply (spawner_dir, luapro.speed))
-- An acceleration of -9.81y is how gravity is applied.
projectile:set_acceleration ({ x = 0, y = -9.81, z = 0 })
--If the ammo defines a spread, randomly rotate the direction of velocity by that given radius.
if adef.spread then
local rx = (math.random() * adef.spread * 2 - adef.spread) * math.pi / 180
local ry = (math.random() * adef.spread * 2 - adef.spread) * math.pi / 180
projectile:set_velocity(vector.rotate(projectile:get_velocity(), {x = rx, y = ry, z = 0}))
end
-- Store level for later, to determine impact damage
luapro.level = level
-- Also store the projectile's damage itself.
luapro.damage = adef.damage
-- The player's name is stored to prevent hitting yourself
-- And by "hitting yourself" I mean accidentally being hit by the arrow just by firing it at a
-- somewhat low angle, the moment it spawns.
luapro.owner = owner
-- Store the initial velocity for passing by objects when needed.
luapro.oldvel = projectile:get_velocity()
end
return projectile, false
end
return nil, false
end
local function register_spawner (ammo, catagory)
lwcomponents.register_spawner (ammo,
function (spawn_pos, itemstack, owner, spawner_pos, spawner_dir, force)
return shoot (spawn_pos, itemstack, owner, spawner_pos, spawner_dir, force, catagory)
end)
end
for weapon, wdef in pairs (projectile.registered_projectiles) do
for ammo, adef in pairs (projectile.registered_projectiles[weapon]) do
if adef then
register_spawner (ammo, weapon)
end
end
end
end
|
----------------------------------------------------------------------------
----------------------------------------------------------------------------
-------------------------- Button creator -------------------------------
----------------------------------------------------------------------------
--function gooi.newButton(text, x, y, w, h)
function gooi.newButton(params)
params = params or {}
local b = {}
local defaultText = "new button"
local theH = gooi.getFont():getHeight()
local x, y, w, h = gooi.checkBounds(
params.text or defaultText,
params.x or 10,
params.y or 10,
params.w or gooi.getFont():getWidth(params.text or defaultText) + theH * 2,
params.h or theH * 2,
"button"
)
local yLocal = params.yLocal or 0
b = component.new("button", x, y, w, h, params.group)
b = gooi.setStyleComp(b)
b.text = params.text or defaultText
b.icon = params.icon
if b.icon then
if type(b.icon) == "string" then
b.icon = love.graphics.newImage(b.icon)
end
if b.text:len() > 0 then
b.w = b.w + b.icon:getWidth()
end
end
b.textParts = split(b.text, "\n")
function b:rebuild()
--self:generateBorder()
end
function b:setText(value)
if not value then value = "" end
self.text = tostring(value)
self.textParts = split(self.text, "\n")
return self
end
b:rebuild()
function b:largerLine()
local line = self.textParts[1] or ""
for i = 2, #self.textParts do
if #self.textParts[i] > #line then
line = self.textParts[i]
end
end
return line
end
function b:drawSpecifics(fg)
-- Center text:
local t = self:largerLine(self.textParts)
local x = (self.x + self.w / 2) - (gooi.getFont(self):getWidth(t) / 2)
local y = (self.y + self.h / 2) - (gooi.getFont(self):getHeight() / 2)
if self.align == gooi.l then
x = self.x + self.h / 2
if self.icon then
x = x + self.h / 2
end
elseif self.align == gooi.r then
x = self.x + self.w - self.h / 2 - gooi.getFont(self):getWidth(self.text)
end
if self.icon then
local xImg = math.floor(self.x + self.h / 2)
if t:len() == 0 then
xImg = math.floor(self.x + self.w / 2)
end
love.graphics.setColor(1, 1, 1)
if not self.enabled then love.graphics.setColor(1/4, 1/4, 1/4) end
love.graphics.draw(self.icon, xImg, math.floor(self.y + self.h / 2), 0, 1, 1,
math.floor(self.icon:getWidth() / 2),
math.floor(self.icon:getHeight() / 2))
end
love.graphics.setColor(fg)
local yLine = yLocal + self.y + self.h / 2
yLine = yLine - (gooi.getFont(self):getHeight()) * #self.textParts / 2
for i = 1, #self.textParts do
local part = self.textParts[i]
local xLine = self.x + self.w - gooi.getFont(self):getWidth(part) - self.h / 2
if self.align == gooi.l then
xLine = self.x + self.h / 2
if self.icon then
xLine = xLine + self.h /2
end
elseif self.align == "center" then
xLine = (self.x + self.w / 2) - (gooi.getFont(self):getWidth(part) / 2)
end
love.graphics.print(part,
math.floor(xLine),
math.floor(yLine))
yLine = yLine + (gooi.getFont(self):getHeight())
end
end
function b:left()
self.align = gooi.l
return self
end
function b:center()
self.align = "center"
return self
end
function b:right()
self.align = gooi.r
return self
end
b:center()
function b:setIcon(icon)
if type(icon) == "string" then
icon = love.graphics.newImage(icon)
end
self.icon = icon
--self.w = self.w + self.icon:getWidth() * 2
return self
-- body
end
return gooi.storeComponent(b, id)
end
|
-- Sample run 1
local function main()
local testVoter = {1, 0, 0, 0}
local testCandidates =
{{"Bill", -1, -1, -1 ,-1},
{"Ronald", 0, 0, 0, 0},
{"Bill Nye", 1, -1, 1, -1},
{"Red", 1, 1, 1, 1}}
show(best_candidates(testVoter, testCandidates))
end
-- Score candidate in respect to voter.
-- Returns their score
local function scoreCandidate(voter, candidate)
local score = 0
for i=1, #voter do
if(voter[i]==candidate[i+1] and voter[i]~=0) then
score = score + 1
elseif(voter[i]~=candidate[i+1] and voter[i]~=0 and candidate[i+1]~=0) then
score = score - 1
end
end
return score
end
-- Score all candidates
-- Returns array of {{Name, Score}, {Name, Score}...}
local function scoreCandidates(voter, candidates)
local candidateScores = {}
for i=1, #candidates do
candidateScores[i] = {candidates[i][1], scoreCandidate(voter, candidates[i])}
end
return candidateScores
end
-- Finds the highest score amongst all candidates
local function highestScore(candidateScores)
local score = candidateScores[1][2]
for i=2, #candidateScores do
if(candidateScores[i][2]>score) then
score = candidateScores[i][2]
end
end
return score
end
-- Retrieves the candidate(s) with the highest score
-- Returns an array of names only
local function highestCandidates(score, candidateScores)
local candidates = {}
for i=1, #candidateScores do
if(candidateScores[i][2]==score) then
candidates[#candidates+1] = candidateScores[i][1]
end
end
return candidates
end
-- Simple print helper
function show(candidates)
for i=1, #candidates do
print(candidates[i])
end
end
-- Finds the best candidate(s) for a given Voter
-- Returns an array of candidate name(s)
function best_candidates(voter, candidates)
local candidateScores = scoreCandidates(voter, candidates)
return highestCandidates(highestScore(candidateScores), candidateScores)
end
main()
|
local mod = EPGP:NewModule("distribution", "AceEvent-3.0")
local C = LibStub("LibEPGPChat-1.0")
local GUI = LibStub("AceGUI-3.0")
local L = LibStub("AceLocale-3.0"):GetLocale("EPGP")
local LIU = LibStub("LibItemUtils-1.0")
local LUI = LibStub("LibEPGPUI-1.0")
local BUTTON_TEXT_PADDING = 15
local BUTTON_HEIGHT = 22
local callbacks = EPGP.callbacks
local RANDOM_ROLL_PATTERN = RANDOM_ROLL_RESULT
RANDOM_ROLL_PATTERN = RANDOM_ROLL_PATTERN:gsub("[%(%)%-]", "%%%1")
RANDOM_ROLL_PATTERN = RANDOM_ROLL_PATTERN:gsub("%%s", "%(%.%+%)")
RANDOM_ROLL_PATTERN = RANDOM_ROLL_PATTERN:gsub("%%d", "%(%%d+%)")
RANDOM_ROLL_PATTERN = RANDOM_ROLL_PATTERN:gsub("%%%d%$s", "%(%.%+%)") -- for "deDE"
RANDOM_ROLL_PATTERN = RANDOM_ROLL_PATTERN:gsub("%%%d%$d", "%(%%d+%)") -- for "deDE"
local function UISetEnabled(w, enabled)
if enabled then
w:Enable()
w:SetAlpha(1)
else
w:Disable()
w:SetAlpha(0.5)
end
end
local disableWhileNoAuthority = {}
local function AuthorityChangedCallbackFunc(callback, authority)
for i, v in pairs(disableWhileNoAuthority) do
UISetEnabled(v, authority)
end
end
local function PrAnnouncement(sender, bid)
if not sender or sender == "" then return end
local prAnnounceMedium = mod.db.profile.prAnnounceMedium
if prAnnounceMedium == "NONE" then return end
local name = EPGP:GetFullCharacterName(sender)
local ep, gp = EPGP:GetEPGP(name)
if not ep or not gp then return end
local pr = ep / math.max(gp, 1)
local msg = C:Interp(mod.db.profile.prAnnounceMsgFmt, {ep = ep, gp = gp, pr = pr, bid = bid, char = sender})
if prAnnounceMedium == "RAID" or prAnnounceMedium == "OFFICER" then
C:Announce(prAnnounceMedium, msg)
elseif prAnnounceMedium == "WHISPER" then
C:Whisper(sender, msg)
end
end
local function HandleChatMsg(event, msg, sender)
if not EPGP:IsRLorML() then return end
local bid = tonumber(msg)
if not bid then return end
EPGP:HandleBidResult(sender, bid)
PrAnnouncement(sender, bid)
end
local function HandleRollMsg(event, msg)
if not EPGP:IsRLorML() then return end
local name, roll, low, high = string.match(msg, RANDOM_ROLL_PATTERN)
if not name or not roll or not low or not high then return end
roll, low, high = tonumber(roll), tonumber(low), tonumber(high)
EPGP:HandleRollResult(name, roll, low, high)
end
local function HandleBidStatusUpdate(event, status)
mod:UnregisterAllEvents()
if status == 1 then
local needMedium = mod.db.profile.needMedium
if needMedium == "RAID" then
mod:RegisterEvent("CHAT_MSG_RAID", HandleChatMsg)
mod:RegisterEvent("CHAT_MSG_RAID_LEADER", HandleChatMsg)
elseif needMedium == "WHISPER" then
mod:RegisterEvent("CHAT_MSG_WHISPER", HandleChatMsg)
end
elseif status == 2 then
local bidMedium = mod.db.profile.bidMedium
if bidMedium == "RAID" then
mod:RegisterEvent("CHAT_MSG_RAID", HandleChatMsg)
mod:RegisterEvent("CHAT_MSG_RAID_LEADER", HandleChatMsg)
elseif bidMedium == "WHISPER" then
mod:RegisterEvent("CHAT_MSG_WHISPER", HandleChatMsg)
end
elseif status == 3 then
mod:RegisterEvent("CHAT_MSG_SYSTEM", HandleRollMsg)
end
end
local function LootItemsAnnounce(itemLinks)
if not EPGP:IsRLorML() then return end
local medium = mod.db.profile.announceMedium
C:Announce(medium, L["Loot list: "] .. table.concat(itemLinks, " "))
end
local function StartBid(itemLink, method)
if not EPGP:IsRLorML() then return end
local medium = mod.db.profile.announceMedium
if method == 1 then
local needMedium = mod.db.profile.needMedium
if needMedium == "RAID" then
C:Announce(medium, itemLink .. " " .. L["Please send number to raid channel: "] .. mod.db.profile.announceNeedMsg)
elseif needMedium == "WHISPER" then
C:Announce(medium, itemLink .. " " .. L["Please whisper number to me: "] .. mod.db.profile.announceNeedMsg)
end
elseif method == 2 then
local bidMedium = mod.db.profile.bidMedium
if bidMedium == "RAID" then
C:Announce(medium, itemLink .. " " .. L["Please send bid value to raid channel."])
elseif bidMedium == "WHISPER" then
C:Announce(medium, itemLink .. " " .. L["Please whisper bid value to me."])
end
elseif method == 3 then
C:Announce(medium, itemLink .. " " .. L["/roll if you want this item. DO NOT roll more than one time."])
end
EPGP:SetBidStatus(method, mod.db.profile.resetWhenAnnounce)
end
mod.dbDefaults = {
profile = {
enabled = true,
announceMedium = "RAID",
needMedium = "RAID",
bidMedium = "RAID",
prAnnounceMedium = "RAID",
announceNeedMsg = "1 - " .. NEED .. " 2 - " .. GREED,
prAnnounceMsgFmt = "${char} EP:${ep} GP:${gp} PR:${pr}",
resetWhenAnnounce = true,
lootAutoAdd = true,
threshold = 4,
}
}
mod.optionsName = L["Distribution"]
mod.optionsDesc = L["Collect bid/roll message to help sorting"]
mod.optionsArgs = {
help = {
order = 1,
type = "description",
name = L["Collect bid/roll message to help sorting"],
fontSize = "medium",
},
announceMedium = {
order = 10,
type = "select",
name = L["Announce medium"],
desc = L["Sets the announce medium EPGP will use to announce distribution actions."],
values = {
["RAID"] = CHAT_MSG_RAID,
["RAID_WARNING"] = CHAT_MSG_RAID_WARNING,
},
},
needMedium = {
order = 11,
type = "select",
name = L["Need/greed medium"],
desc = L["Sets the medium EPGP will use to collect need/greed results from members."],
values = {
["RAID"] = CHAT_MSG_RAID,
["WHISPER"] = CHAT_MSG_WHISPER_INFORM,
},
},
bidMedium = {
order = 12,
type = "select",
name = L["Bid medium"],
desc = L["Sets the medium EPGP will use to collect bid results from members."],
values = {
["RAID"] = CHAT_MSG_RAID,
["WHISPER"] = CHAT_MSG_WHISPER_INFORM,
},
},
prAnnounceMedium = {
order = 13,
type = "select",
name = L["EP/GP/PR announce medium"],
desc = L["Announce EP/GP/PR when a member need/greed/bid"],
values = {
["NONE"] = NONE,
["RAID"] = CHAT_MSG_RAID,
["WHISPER"] = CHAT_MSG_WHISPER_INFORM,
["OFFICER"] = CHAT_MSG_OFFICER,
},
},
prAnnounceMsgFmt = {
order = 14,
type = "input",
name = L["DIST_ANNOUNCE_PR_FMT_NAME"],
desc = L["DIST_ANNOUNCE_PR_FMT_DESC"],
width = 100 ,
},
-- spacer1 = LUI:OptionsSpacer(13, 0.001),
announceNeedMsg = {
order = 20,
type = "input",
name = L["Announce need message"],
desc = L["Message announced when you start a need/greed bid."],
width = 100,
},
-- spacer2 = LUI:OptionsSpacer(21, 0.001),
resetWhenAnnounce = {
order = 30,
type = "toggle",
name = L["Reset when announce a bid"],
desc = L["Reset result when announce and start a bid/need/roll."],
width = 30,
},
-- spacer3 = LUI:OptionsSpacer(31, 0.001),
lootAutoAdd = {
order = 40,
type = "toggle",
name = L["Track loot items"],
desc = L["Add loot items automatically when loot windows opened or corpse loot received."],
},
spacer4 = LUI:OptionsSpacer(41, 0.001),
threshold = {
order = 50,
type = "select",
name = L["Loot tracking threshold"],
desc = L["Sets loot tracking threshold, to disable the adding on loot below this threshold quality."],
values = {
[2] = ITEM_QUALITY2_DESC,
[3] = ITEM_QUALITY3_DESC,
[4] = ITEM_QUALITY4_DESC,
[5] = ITEM_QUALITY5_DESC,
},
},
}
local lootItem = {
links = {},
linkMap = {},
count = 0,
currentPage = 1,
frame = nil,
ITEMS_PER_PAGE = 10,
MAX_COUNT = 200,
FULL_WARNING_COUNT = 190
}
local function LootItemIconFrameOnEnterFunc(self)
GameTooltip:SetOwner(self, "ANCHOR_BOTTOMLEFT", - 3, self:GetHeight() + 6)
GameTooltip:SetHyperlink(self:GetParent().itemLink)
end
local function LootItemIconFrameOnLeaveFunc()
GameTooltip:Hide()
end
local function AddLootControlItems(frame, topItem, index)
local authority = CanEditOfficerNote()
local f = CreateFrame("Frame", nil, frame, BackdropTemplateMixin and "BackdropTemplate");
f:SetPoint("LEFT")
f:SetPoint("RIGHT")
f:SetPoint("TOP", topItem, "BOTTOMLEFT")
local icon = f:CreateTexture(nil, ARTWORK)
icon:SetWidth(36)
icon:SetHeight(36)
icon:SetPoint("LEFT")
icon:SetPoint("TOP")
local iconFrame = CreateFrame("Frame", nil, f, BackdropTemplateMixin and "BackdropTemplate");
iconFrame:ClearAllPoints()
iconFrame:SetAllPoints(icon)
iconFrame:SetScript("OnEnter", LootItemIconFrameOnEnterFunc)
iconFrame:SetScript("OnLeave", LootItemIconFrameOnLeaveFunc)
iconFrame:EnableMouse(true)
local name = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
name:SetPoint("TOP")
name:SetPoint("LEFT", icon, "RIGHT")
local needButton = CreateFrame("Button", nil, f)
needButton:SetNormalFontObject("GameFontNormalSmall")
needButton:SetHighlightFontObject("GameFontHighlightSmall")
needButton:SetDisabledFontObject("GameFontDisableSmall")
needButton:SetHeight(BUTTON_HEIGHT)
needButton:SetWidth(BUTTON_HEIGHT)
needButton:SetNormalTexture("Interface\\CURSOR\\OPENHAND")
needButton:SetHighlightTexture("Interface\\CURSOR\\openhandglow")
needButton:SetPushedTexture("Interface\\CURSOR\\OPENHAND")
needButton:SetPoint("LEFT", icon, "RIGHT")
needButton:SetPoint("BOTTOM")
UISetEnabled(needButton, authority)
table.insert(disableWhileNoAuthority, needButton)
local bidButton = CreateFrame("Button", nil, f)
bidButton:SetNormalFontObject("GameFontNormalSmall")
bidButton:SetHighlightFontObject("GameFontHighlightSmall")
bidButton:SetDisabledFontObject("GameFontDisableSmall")
bidButton:SetHeight(BUTTON_HEIGHT)
bidButton:SetWidth(BUTTON_HEIGHT)
bidButton:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Coin-Up")
bidButton:SetHighlightTexture("Interface\\Buttons\\UI-GroupLoot-Coin-Highlight")
bidButton:SetPushedTexture("Interface\\Buttons\\UI-GroupLoot-Coin-Down")
bidButton:SetPoint("LEFT", needButton, "RIGHT")
bidButton:SetPoint("BOTTOM", 0, -2)
UISetEnabled(bidButton, authority)
table.insert(disableWhileNoAuthority, bidButton)
local rollButton = CreateFrame("Button", nil, f)
rollButton:SetNormalFontObject("GameFontNormalSmall")
rollButton:SetHighlightFontObject("GameFontHighlightSmall")
rollButton:SetDisabledFontObject("GameFontDisableSmall")
rollButton:SetHeight(BUTTON_HEIGHT)
rollButton:SetWidth(BUTTON_HEIGHT)
rollButton:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Dice-Up")
rollButton:SetHighlightTexture("Interface\\Buttons\\UI-GroupLoot-Dice-Highlight")
rollButton:SetPushedTexture("Interface\\Buttons\\UI-GroupLoot-Dice-Down")
rollButton:SetPoint("LEFT", bidButton, "RIGHT")
rollButton:SetPoint("BOTTOM", 0, -1)
UISetEnabled(rollButton, authority)
table.insert(disableWhileNoAuthority, rollButton)
local bankButton = CreateFrame("Button", nil, f)
bankButton:SetNormalFontObject("GameFontNormalSmall")
bankButton:SetHighlightFontObject("GameFontHighlightSmall")
bankButton:SetDisabledFontObject("GameFontDisableSmall")
bankButton:SetHeight(BUTTON_HEIGHT)
bankButton:SetWidth(BUTTON_HEIGHT)
bankButton:SetNormalTexture("Interface\\MINIMAP\\Minimap_chest_normal")
bankButton:SetHighlightTexture("Interface\\MINIMAP\\Minimap_chest_elite")
bankButton:SetPushedTexture("Interface\\MINIMAP\\Minimap_chest_normal")
bankButton:SetPoint("LEFT", rollButton, "RIGHT")
bankButton:SetPoint("BOTTOM", 0, -1)
UISetEnabled(bankButton, authority)
table.insert(disableWhileNoAuthority, bankButton)
local removeButton = CreateFrame("Button", nil, f)
removeButton:SetNormalFontObject("GameFontNormalSmall")
removeButton:SetHighlightFontObject("GameFontHighlightSmall")
removeButton:SetDisabledFontObject("GameFontDisableSmall")
removeButton:SetHeight(BUTTON_HEIGHT)
removeButton:SetWidth(BUTTON_HEIGHT)
removeButton:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Pass-Up")
removeButton:SetHighlightTexture("Interface\\Buttons\\UI-GroupLoot-Pass-Highlight")
removeButton:SetPushedTexture("Interface\\Buttons\\UI-GroupLoot-Pass-Down")
removeButton:SetPoint("LEFT", bankButton, "RIGHT")
removeButton:SetPoint("BOTTOM")
removeButton:Enable()
f.index = index
f.icon = icon
f.iconFrame = iconFrame
f.name = name
f.needButton = needButton
f.bidButton = bidButton
f.rollButton = rollButton
f.bankButton = bankButton
f.removeButton = removeButton
f:SetHeight(icon:GetHeight())
f:Hide()
return f
end
local function SetLootControlItem(frame, itemLink)
if not itemLink or itemLink == "" then
frame:Hide()
return
end
local itemIcon = select(10, GetItemInfo(itemLink))
frame.itemLink = itemLink
frame.icon:SetTexture(itemIcon)
frame.name:SetText(itemLink)
frame:Show()
end
local function LootControlsUpdate()
local frame = lootItem.frame
if not frame or not frame.initiated then return end
local itemsN = lootItem.count
local pageMax = math.max(math.ceil(itemsN / lootItem.ITEMS_PER_PAGE), 1)
if itemsN > 0 then
frame.clearButton:Enable()
else
frame.clearButton:Disable()
end
if lootItem.currentPage >= pageMax then
lootItem.currentPage = pageMax
frame.nextPageButton:Disable()
else
frame.nextPageButton:Enable()
end
if lootItem.currentPage == 1 then
frame.lastPageButton:Disable()
else
frame.lastPageButton:Enable()
end
local baseN = (lootItem.currentPage - 1) * lootItem.ITEMS_PER_PAGE
local showN = math.min(itemsN - baseN, lootItem.ITEMS_PER_PAGE)
for i = 1, showN do
SetLootControlItem(frame.items[i], lootItem.links[i + baseN])
end
for i = showN + 1, lootItem.ITEMS_PER_PAGE do
SetLootControlItem(frame.items[i])
end
end
local function LootItemsAdd(itemLink)
if not itemLink or itemLink == "" then return end
if lootItem.linkMap[itemLink] then return end
if lootItem.count >= lootItem.MAX_COUNT then
EPGP:Print(L["Loot list is full (%d). %s will not be added into list."]:format(lootItem.MAX_COUNT, itemLink))
return
end
lootItem.linkMap[itemLink] = true
table.insert(lootItem.links, itemLink)
table.insert(EPGP.db.profile.lootItemLinks, itemLink)
lootItem.count = lootItem.count + 1
lootItem.currentPage = math.ceil(lootItem.count / lootItem.ITEMS_PER_PAGE)
LootControlsUpdate()
if lootItem.count >= lootItem.FULL_WARNING_COUNT then
EPGP:Print(L["Loot list is almost full (%d/%d)."]:format(lootItem.count, lootItem.MAX_COUNT))
end
end
local function LootItemsClear()
table.wipe(lootItem.linkMap)
table.wipe(lootItem.links)
table.wipe(EPGP.db.profile.lootItemLinks)
lootItem.count = 0
lootItem.currentPage = 1
LootControlsUpdate()
EPGP:SetBidStatus(0)
end
local function LootItemsRemove(index)
if not index or index < 1 or index > lootItem.count then return end
lootItem.linkMap[lootItem.links[index]] = nil
table.remove(lootItem.links, index)
table.remove(EPGP.db.profile.lootItemLinks, index)
lootItem.count = lootItem.count - 1
LootControlsUpdate()
end
local function LootItemsResume()
local vars = EPGP.db.profile
if not vars.lootItemLinks then
vars.lootItemLinks = {}
return
end
for i, v in pairs(vars.lootItemLinks) do
lootItem.linkMap[v] = true
table.insert(lootItem.links, v)
end
lootItem.count = #lootItem.links
end
local function LootItemNeedButtonOnClick(bt)
local itemLink = bt:GetParent().itemLink
StartBid(itemLink, 1)
end
local function LootItemBidButtonOnClick(bt)
local itemLink = bt:GetParent().itemLink
StartBid(itemLink, 2)
end
local function LootItemRollButtonOnClick(bt)
local itemLink = bt:GetParent().itemLink
StartBid(itemLink, 3)
end
local function LootItemRemoveButtonOnClick(bt)
local index = bt:GetParent().index
LootItemsRemove(index + (lootItem.currentPage - 1) * lootItem.ITEMS_PER_PAGE)
end
local function LootItemBankButtonOnClick(bt)
local itemLink = bt:GetParent().itemLink
EPGP:BankItem(itemLink)
LootItemRemoveButtonOnClick(bt)
end
local function ItemPassRarityThreshold(itemLink)
if not itemLink then return false end
local itemId = LIU:ItemlinkToID(itemLink)
if not itemId then return false end
if EPGP.db.profile.customItems[itemId] then return true end
local itemRarity = select(3, GetItemInfo(itemLink))
if not itemRarity then return false end
if itemRarity < mod.db.profile.threshold then return false end
return true
end
local function CorpseLootReceivedHandler(event, itemLink)
if not EPGP:IsRLorML() then return end
if not itemLink or itemLink == "" then return end
if not ItemPassRarityThreshold(itemLink) then return end
LootItemsAdd(itemLink)
end
local function LootWindowHandler(event, loots)
if not EPGP:IsRLorML() then return end
if not loots then return end
local added = false
for i, itemLink in pairs(loots) do
if ItemPassRarityThreshold(itemLink) then
LootItemsAdd(itemLink)
added = true
end
end
if added and mod.db.profile.autoPop then
EPGP:ShowDistrubutionFrame()
end
end
function mod:FillFrame(frame)
lootItem.frame = frame
local autoPop = CreateFrame("CheckButton", nil, frame, "UICheckButtonTemplate")
autoPop:SetWidth(20)
autoPop:SetHeight(20)
autoPop:SetPoint("TOPLEFT")
autoPop.OnShow =
function(w)
w:SetChecked(mod.db.profile.autoPop or false)
end
autoPop:SetScript(
"OnClick",
function(w)
mod.db.profile.autoPop = w:GetChecked()
end)
frame.autoPop = autoPop
local autoPopLabel = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlightSmall")
autoPopLabel:SetText(L["Auto popup"])
autoPopLabel:SetPoint("LEFT", autoPop, "RIGHT", 0, 2)
local dropDown = GUI:Create("Dropdown")
dropDown:SetWidth(150)
dropDown.frame:SetParent(frame)
dropDown:SetPoint("TOPLEFT", autoPop, "BOTTOMLEFT")
dropDown.text:SetJustifyH("LEFT")
dropDown:SetCallback(
"OnValueChanged",
function(self, event, ...)
local itemLink = self.text:GetText()
if itemLink and itemLink ~= "" then
frame.addButton:Enable()
else
frame.addButton:Disable()
end
end)
dropDown.button:HookScript(
"OnMouseDown",
function(self)
if not self.obj.open then EPGP:ItemCacheDropDown_SetList(self.obj) end
end)
dropDown.button:HookScript(
"OnClick",
function(self)
if self.obj.open then self.obj.pullout:SetWidth(285) end
end)
dropDown.button_cover:HookScript(
"OnMouseDown",
function(self)
if not self.obj.open then EPGP:ItemCacheDropDown_SetList(self.obj) end
end)
dropDown.button_cover:HookScript(
"OnClick",
function(self)
if self.obj.open then self.obj.pullout:SetWidth(285) end
end)
dropDown:SetCallback(
"OnEnter",
function(self)
local itemLink = self.text:GetText()
if itemLink then
local anchor = self.open and self.pullout.frame or self.frame:GetParent()
GameTooltip:SetOwner(anchor, "ANCHOR_RIGHT", 5)
GameTooltip:SetHyperlink(itemLink)
end
end)
dropDown:SetCallback("OnLeave", function() GameTooltip:Hide() end)
local addButton = CreateFrame("Button", "addButton", frame, "UIPanelButtonTemplate")
addButton:SetNormalFontObject("GameFontNormalSmall")
addButton:SetHighlightFontObject("GameFontHighlightSmall")
addButton:SetDisabledFontObject("GameFontDisableSmall")
addButton:SetHeight(BUTTON_HEIGHT)
addButton:SetText(_G.ADD)
addButton:SetWidth(addButton:GetTextWidth() + BUTTON_TEXT_PADDING)
addButton:SetPoint("LEFT", dropDown.frame, "RIGHT")
addButton:Disable()
addButton:SetScript("OnClick", function(self) LootItemsAdd(dropDown.text:GetText()) end)
local clearButton = CreateFrame("Button", "clearButton", frame, "UIPanelButtonTemplate")
clearButton:SetNormalFontObject("GameFontNormalSmall")
clearButton:SetHighlightFontObject("GameFontHighlightSmall")
clearButton:SetDisabledFontObject("GameFontDisableSmall")
clearButton:SetHeight(BUTTON_HEIGHT)
clearButton:SetText(L["Clear"])
clearButton:SetWidth(clearButton:GetTextWidth() + BUTTON_TEXT_PADDING)
clearButton:SetPoint("TOP", dropDown.frame, "BOTTOM")
clearButton:SetPoint("LEFT")
clearButton:Disable()
clearButton:SetScript("OnClick", LootItemsClear)
local resetButton = CreateFrame("Button", "resetButton", frame, "UIPanelButtonTemplate")
resetButton:SetNormalFontObject("GameFontNormalSmall")
resetButton:SetHighlightFontObject("GameFontHighlightSmall")
resetButton:SetDisabledFontObject("GameFontDisableSmall")
resetButton:SetHeight(BUTTON_HEIGHT)
resetButton:SetText(_G.RESET)
resetButton:SetWidth(resetButton:GetTextWidth() + BUTTON_TEXT_PADDING)
resetButton:SetPoint("LEFT", clearButton, "RIGHT")
resetButton:Enable()
resetButton:SetScript("OnClick", function(self) EPGP:SetBidStatus(0) end)
local announceButton = CreateFrame("Button", "announceButton", frame, "UIPanelButtonTemplate")
announceButton:SetNormalFontObject("GameFontNormalSmall")
announceButton:SetHighlightFontObject("GameFontHighlightSmall")
announceButton:SetDisabledFontObject("GameFontDisableSmall")
announceButton:SetHeight(BUTTON_HEIGHT)
announceButton:SetText(L["Announce"])
announceButton:SetWidth(announceButton:GetTextWidth() + BUTTON_TEXT_PADDING)
announceButton:SetPoint("LEFT", resetButton, "RIGHT")
announceButton:Enable()
announceButton:SetScript(
"OnClick",
function(self)
LootItemsAnnounce(lootItem.links)
end)
local lastPageButton = CreateFrame("Button", "lastPageButton", frame, "UIPanelButtonTemplate")
lastPageButton:SetNormalFontObject("GameFontNormalSmall")
lastPageButton:SetHighlightFontObject("GameFontHighlightSmall")
lastPageButton:SetDisabledFontObject("GameFontDisableSmall")
lastPageButton:SetHeight(BUTTON_HEIGHT)
lastPageButton:SetText("<")
lastPageButton:SetWidth(lastPageButton:GetTextWidth() + BUTTON_TEXT_PADDING)
lastPageButton:SetPoint("LEFT", announceButton, "RIGHT")
lastPageButton:Disable()
lastPageButton:SetScript(
"OnClick",
function(self)
lootItem.currentPage = lootItem.currentPage - 1
LootControlsUpdate()
end)
local nextPageButton = CreateFrame("Button", "nextPageButton", frame, "UIPanelButtonTemplate")
nextPageButton:SetNormalFontObject("GameFontNormalSmall")
nextPageButton:SetHighlightFontObject("GameFontHighlightSmall")
nextPageButton:SetDisabledFontObject("GameFontDisableSmall")
nextPageButton:SetHeight(BUTTON_HEIGHT)
nextPageButton:SetText(">")
nextPageButton:SetWidth(nextPageButton:GetTextWidth() + BUTTON_TEXT_PADDING)
nextPageButton:SetPoint("LEFT", lastPageButton, "RIGHT")
nextPageButton:Disable()
nextPageButton:SetScript(
"OnClick",
function(self)
lootItem.currentPage = lootItem.currentPage + 1
LootControlsUpdate()
end)
frame.items = {}
for i = 1, lootItem.ITEMS_PER_PAGE do
if i == 1 then
frame.items[i] = AddLootControlItems(frame, clearButton, i)
else
frame.items[i] = AddLootControlItems(frame, frame.items[i - 1], i)
end
local item = frame.items[i]
item.needButton:SetScript("OnClick", LootItemNeedButtonOnClick)
item.bidButton:SetScript("OnClick", LootItemBidButtonOnClick)
item.rollButton:SetScript("OnClick", LootItemRollButtonOnClick)
item.bankButton:SetScript("OnClick", LootItemBankButtonOnClick)
item.removeButton:SetScript("OnClick", LootItemRemoveButtonOnClick)
end
frame.initiated = true
frame.addButton = addButton
frame.clearButton = clearButton
frame.lastPageButton = lastPageButton
frame.nextPageButton = nextPageButton
frame:SetWidth(math.max(
dropDown.frame:GetWidth() + addButton:GetWidth() + 15,
clearButton:GetWidth() + resetButton:GetWidth() + announceButton:GetWidth() + nextPageButton:GetWidth() * 2))
frame:SetHeight(
autoPop:GetHeight() +
math.max(dropDown.frame:GetHeight(), addButton:GetHeight()) +
clearButton:GetHeight() +
frame.items[1]:GetHeight() * lootItem.ITEMS_PER_PAGE)
LootControlsUpdate()
end
function mod:OnInitialize()
self.db = EPGP.db:RegisterNamespace("distribution", mod.dbDefaults)
end
function mod:OnEnable()
EPGP.RegisterCallback(self, "AuthorityChanged", AuthorityChangedCallbackFunc)
EPGP.RegisterCallback(self, "BidStatusUpdate", HandleBidStatusUpdate)
EPGP.RegisterCallback(self, "CorpseLootReceived", CorpseLootReceivedHandler)
EPGP.RegisterCallback(self, "LootWindow", LootWindowHandler)
LootItemsResume()
end
function mod:OnDisable()
EPGP.UnregisterAllCallbacks(self)
end
|
class 'BetterChat'
local valueses = { "Неудачно", "Удачно", "Неудачно" }
function BetterChat:__init( args )
SQL:Execute( "CREATE TABLE IF NOT EXISTS settings_chatpos (steamid VARCHAR UNIQUE, positionX INTEGER, positionY INTEGER)")
SQL:Execute( "CREATE TABLE IF NOT EXISTS players_chatsettings (steamid VARCHAR UNIQUE, visiblejoinmessages INTEGER)")
Network:Subscribe( "SaveChatPos", self, self.SaveChatPos )
Network:Subscribe( "ResetChatPos", self, self.ResetChatPos )
Network:Subscribe( "ChangeChatSettings", self, self.ChangeChatSettings )
Network:Subscribe( "toggle", self, self.Mode )
Events:Subscribe( "ClientModuleLoad", self, self.LoadChatPos )
Events:Subscribe( "PlayerJoin", self, self.Join )
Events:Subscribe( "PlayerQuit", self, self.PlayerQuit )
Events:Subscribe( "PlayerChat", self, self.Chat )
self.distance = 30
self.toggle = 0
end
function BetterChat:SaveChatPos( args, sender )
local cmd = SQL:Command( "insert or replace into settings_chatpos (steamid, positionX, positionY) values (?, ?, ?)" )
cmd:Bind( 1, sender:GetSteamId().id )
cmd:Bind( 2, args.chatpos.x )
cmd:Bind( 3, args.chatpos.y )
cmd:Execute()
end
function BetterChat:ResetChatPos( args, sender )
local cmd = SQL:Command( "DELETE FROM settings_chatpos WHERE steamid = (?)" )
cmd:Bind( 1, sender:GetSteamId().id )
cmd:Execute()
end
function BetterChat:ChangeChatSettings( args, sender )
if sender:GetValue( "VisibleJoinMessages" ) then
sender:SetNetworkValue( "VisibleJoinMessages", nil )
else
sender:SetNetworkValue( "VisibleJoinMessages", 1 )
end
end
function BetterChat:LoadChatPos( args )
local qry = SQL:Query( "select positionX, positionY from settings_chatpos where steamid = (?)" )
qry:Bind( 1, args.player:GetSteamId().id )
local result = qry:Execute()
if #result > 0 then
Network:Send( args.player, "ApplyChatPos", { sqlchatposX = tonumber(result[1].positionX), sqlchatposY = tonumber(result[1].positionY) } )
end
end
function BetterChat:Join( args )
args.player:SetNetworkValue( "ChatMode", 0 )
local qry = SQL:Query("SELECT visiblejoinmessages FROM players_chatsettings WHERE steamid = ?")
qry:Bind( 1, args.player:GetSteamId().id )
local result = qry:Execute()
if #result > 0 then
args.player:SetNetworkValue( "VisibleJoinMessages", tonumber( result[1].visiblejoinmessages ) )
end
end
function BetterChat:PlayerQuit( args )
local steamID = tostring(args.player:GetSteamId().id)
if args.player:GetValue( "VisibleJoinMessages" ) then
local cmd = SQL:Command( "INSERT OR REPLACE INTO players_chatsettings (steamid, visiblejoinmessages) values (?, ?)" )
cmd:Bind( 1, tostring(steamID) )
cmd:Bind( 2, args.player:GetValue( "VisibleJoinMessages" ) )
cmd:Execute()
else
local cmd = SQL:Command( "DELETE FROM players_chatsettings WHERE steamid = (?)" )
cmd:Bind( 1, args.player:GetSteamId().id )
cmd:Execute()
end
end
function BetterChat:Mode( toggler, player )
player:SetNetworkValue( "ChatMode", toggler )
end
function BetterChat:Chat( args )
if args.text:sub(1,1) != "/" then
if not args.player:GetValue( "Mute" ) then
local chatsetting = args.player:GetValue( "ChatMode" )
if chatsetting == 0 then
for p in Server:GetPlayers() do
if p:GetValue( "Lang" ) == "ENG" then
p:SendChatMessage( "[Global] ", Color.LightSkyBlue, args.player:GetName(), args.player:GetColor(), ": "..args.text, Color.White )
else
p:SendChatMessage( "[Общий] ", Color.LightSkyBlue, args.player:GetName(), args.player:GetColor(), ": "..args.text, Color.White )
end
end
Events:Fire( "ToDiscordConsole", { text = "[" .. args.player:GetValue( "Lang") .. "] [Global] " .. args.player:GetName() .. ": "..args.text } )
print( "(" .. args.player:GetId() .. ") " .. args.player:GetName()..": "..args.text )
return false
elseif chatsetting == 1 then
for p in Server:GetPlayers() do
jDist = args.player:GetPosition():Distance( p:GetPosition() )
if p and jDist < 50 then
p:SendChatMessage( "[Локальный] ", Color.DarkGray, args.player:GetName(), args.player:GetColor(), ": ".. args.text, Color.White )
end
end
return false
elseif chatsetting == 2 then
return false
end
end
else
local cmd_args = string.split( args.text," ",true )
end
local msg = args.text
if ( msg:sub ( 1, 1 ) ~= "/" ) then
return true
end
local msg = msg:sub( 2 )
local cmd_args = msg:split( " " )
local cmd_name = cmd_args [ 1 ]:lower()
if ( cmd_name == "me" ) then
table.remove( cmd_args, 1 )
for p in Server:GetPlayers() do
jDist = args.player:GetPosition():Distance( p:GetPosition() )
if jDist < 50 then
p:SendChatMessage( args.player:GetName() .. " " .. tostring( table.concat ( cmd_args, " " ) ), Color.Magenta )
end
end
end
if ( cmd_name == "l" ) then
table.remove( cmd_args, 1 )
for p in Server:GetPlayers() do
jDist = args.player:GetPosition():Distance( p:GetPosition() )
if jDist < 50 then
p:SendChatMessage( "[Локальный] ", Color.DarkGray, args.player:GetName(), args.player:GetColor(), ": ".. tostring( table.concat ( cmd_args, " " ) ), Color.White )
end
end
end
if ( cmd_name == "try" ) then
wtf = valueses[math.random(#valueses)]
table.remove( cmd_args, 1 )
for p in Server:GetPlayers() do
jDist = args.player:GetPosition():Distance( p:GetPosition() )
if jDist < 50 then
p:SendChatMessage( args.player:GetName() .. " " .. tostring( table.concat ( cmd_args, " " ) ), Color.Magenta, " | ", Color.White, wtf, Color.Magenta, " | ", Color.White )
end
end
end
end
betterchat = BetterChat()
|
--[[
functions:
OnInitialize(eventinfo, map, player) //when player enter map
OnExecute(eventinfo, map, player) //when event is first ran
OnDo(eventinfo, map, player) //during event being ran
objects:
EventInfo
- variables:
status
data1 //last yes/no result: nothing -> -1, no -> 0, yes -> 1
data2 //last selection index selected result
data3 //unk
- methods:
v ---- these methods advance the status when sent, only call one of them per OnExecute
SendText(string)
SendYesNo(string)
SendSelection(string, arguments...)
v ---- these methods do not advance the status, you can use them as much as you wish
EndEvent()
PlayerEntity
- variables:
- methods:
Map
- variables:
- methods:
]]
function OnInitialize(eventinfo, map, player)
end
function OnExecute(eventinfo, map, player)
end
function OnDo(eventinfo, map, player)
end
|
settings = {}
--------------Define the Color Picker Array--------------
settings.colorPicker = {}
settings.colorPicker.triangle = {}
settings.colorPicker.ring = {}
settings.colorPicker.innerCircle = {}
settings.colorPicker.tinyCircle = {}
--------------Assigning Misc. Values--------------
settings.colorPicker.ring.isClicked = false
settings.colorPicker.triangle.isClicked = false
settings.colorPicker.triangleTex = love.graphics.newImage("assets/triangle_gradient.png")
settings.colorPicker.triangleTint = love.graphics.newImage("assets/triangle_tint.png")
settings.colorPicker.ringTex = love.graphics.newImage("assets/rainbow_gradient.png")
settings.colorPicker.line = love.graphics.newImage("assets/line.png")
settings.colorPicker.x, settings.colorPicker.y = 0, 0
settings.colorPicker.tint = jLib.color.red
--------------Define Shapes through Constructor Classes (gui.lua)--------------
settings.colorPicker.ring = CircleButton(settings.colorPicker.x, settings.colorPicker.y, 100, "fill", "", jLib.color.clear)
settings.colorPicker.innerCircle = CircleButton(settings.colorPicker.x, settings.colorPicker.y, 80, "fill", "", jLib.color.clear)
settings.colorPicker.triangle = TriangleButton(settings.colorPicker.x, settings.colorPicker.y, 140, 0, "fill", "", jLib.color.clear)
settings.colorPicker.tinyCircle = RingButton(settings.colorPicker.x, settings.colorPicker.y, 5, "fill", "", jLib.color.grey)
--------------Draw Function--------------
settings.colorPicker.draw = function()
--HITBOXES
settings.colorPicker.ring:draw()
settings.colorPicker.innerCircle:draw()
settings.colorPicker.triangle:draw()
--DRAW TEXTURES
love.graphics.draw(settings.colorPicker.ringTex, settings.colorPicker.x, settings.colorPicker.y, 0, .5 * game.scale, .5 * game.scale, 200, 200)
love.graphics.draw(settings.colorPicker.triangleTex, settings.colorPicker.x, settings.colorPicker.y, settings.colorPicker.triangle.rot, .5 * game.scale, .5 * game.scale, 160, 160)
love.graphics.setColor(settings.colorPicker.tint)
love.graphics.draw(settings.colorPicker.triangleTint, settings.colorPicker.x, settings.colorPicker.y, settings.colorPicker.triangle.rot, .5 * game.scale, .5 * game.scale, 160, 160)
love.graphics.setColor(jLib.color.white)
love.graphics.draw(settings.colorPicker.line, settings.colorPicker.x, settings.colorPicker.y, settings.colorPicker.triangle.rot, .5 * game.scale, .5 * game.scale, 30, 200)
settings.colorPicker.tinyCircle:draw()
end
--------------Scaling/Update Function--------------
settings.colorPicker.update = function(scale) --Multiplier; scale of 1 is regular size, scale of 2x is twice as big, and so on
--RECALCULATE POSITION
settings.colorPicker.x = jLib.window.width / 2 --RECALCULATE POS
settings.colorPicker.y = jLib.window.height / 2 --RECALCULATE POS
--RECALCULATE SIZE BASED OFF OF PASSED SCALE PARAMETER
local size = scale * 200
local rot = settings.colorPicker.triangle.rot
--DESTROY REFERENCE OF HITBOXES
settings.colorPicker.ring, settings.colorPicker.innerCircle, settings.colorPicker.triangle, settings.colorPicker.tinyCircle = nil, nil, nil, nil
--CREATE NEW HITBOXES
settings.colorPicker.ring = CircleButton(settings.colorPicker.x, settings.colorPicker.y, size * .5, "fill", "", jLib.color.clear)
settings.colorPicker.innerCircle = CircleButton(settings.colorPicker.x, settings.colorPicker.y, size * .4, "fill", "", jLib.color.clear)
settings.colorPicker.triangle = TriangleButton(settings.colorPicker.x, settings.colorPicker.y, size * .7, rot, "fill", "", jLib.color.clear)
settings.colorPicker.tinyCircle = RingButton(settings.colorPicker.x, settings.colorPicker.y, size * 0.025, "fill", "", jLib.color.grey)
end
--------------Color Determination Function--------------
settings.colorPicker.guts = function()
local degree, r, g, b, hue, sat, val
local color = {}
--ONLY GET THE ROTATION WHEN THE RING IS CLICKED
if settings.colorPicker.ring.isClicked then
settings.colorPicker.triangle.rot = jLib.getDir(settings.colorPicker.triangle.x, settings.colorPicker.triangle.y, jLib.mouse.x, jLib.mouse.y)
end
--ALWAYS GET THE HUE FIRST BASED ON THE ROTATION, REGARDLESS ON WHAT'S ACTUALLY BEING CLICKED
if settings.colorPicker.ring.isClicked or settings.colorPicker.triangle.isClicked then
--CONVERT FROM RADIANS TO DEGREES
degree = jLib.map(-math.pi * .5, math.pi * 1.5, 0, 360, settings.colorPicker.triangle.rot)
--CALCULATE RED BASED ON ROTATION
if degree >= 15 and degree <= 150 then
r = 255
elseif degree > 150 and degree < 210 then
r = math.floor(jLib.map(150, 210, 255, 0, degree))
elseif degree < 15 then
r = math.floor(jLib.map(15, 0, 255, 196, degree))
elseif degree > 310 then
r = math.floor(jLib.map(360, 310, 195, 0, degree))
else
r = 0
end
--CALCULATE GREEN BASED ON ROTATION
if degree <= 270 and degree >= 150 then
g = 255
elseif degree > 270 and degree < 310 then
g = math.floor(jLib.map(270, 310, 255, 0, degree))
elseif degree < 150 and degree > 90 then
g = math.floor(jLib.map(150, 90, 255, 0, degree))
else
g = 0
end
--CALCULATE BLUE BASED ON ROTATION
if degree <= 15 or degree >= 270 then
b = 255
elseif degree > 15 and degree < 90 then
b = math.floor(jLib.map(15, 90, 255, 0, degree))
elseif degree > 210 and degree < 270 then
b = math.floor(jLib.map(210, 270, 0, 255, degree))
else
b = 0
end
--CONVERT FROM 255/0 SCALE to 1/0 SCALE
r = r / 255
g = g / 255
b = b / 255
--SET THE TINT BASED OFF OF ONLY THE HUE
settings.colorPicker.tint = {r, g, b}
--SET RGB TO RGB OR CURRENT GAME.PLAYER.COLOR
color[1] = r
color[2] = g
color[3] = b
local x, y, ix, iy
local triangle = settings.colorPicker.triangle
--ONLY DO TRIANGLE CALCULATIONS IF TRIANGLE WAS CLICKED INITIALLY
if settings.colorPicker.triangle.isClicked then
--IF MOUSE IS NOT IN TRIANGLE
if not jLib.isInside(triangle.vert, jLib.mouse.x, jLib.mouse.y) then
local line2 = {jLib.mouse.x, jLib.mouse.y, triangle.x, triangle.y}
--GET VALUES OF TRIANGLE TO FORM LINE
for i = 1, #triangle.vert, 2 do
local x1, y1 = triangle.vert[i], triangle.vert[i + 1]
local x2, y2
if i + 1 >= #triangle.vert then
x2, y2 = triangle.vert[1], triangle.vert[2]
else
x2, y2 = triangle.vert[i + 2], triangle.vert[i + 3]
end
--GET INTERSECTION POINT OF TRIANGLE LINE AND MOUSE-TO-CENTER LINE
ix, iy = jLib.intersectsAt({x1, y1, x2, y2}, line2)
--IF INTERSECTION POINT EXISTS, BREAK FROM LOOP
if ix and iy then break end
end
end
--IF MOUSE IS INSIDE TRIANGLE, ASSIGN ix AND iy VALUES OF MOUSE x AND y
if not ix and not iy then ix, iy = jLib.mouse.x, jLib.mouse.y end
love.graphics.push()
--APPLY ROTATION TOO COORDS
love.graphics.translate(triangle.x, triangle.y)
love.graphics.rotate(-triangle.rot)
love.graphics.translate(-triangle.x, -triangle.y)
--APPLY TRANSFORMATION TO INTERSECTION COORDS
x, y = love.graphics.transformPoint(ix, iy)
love.graphics.pop()
--MODIFY TINY CIRCLE X/Y BASED ON TRANSFORMED POINTS
settings.colorPicker.tinyCircle.x, settings.colorPicker.tinyCircle.y = x, y
end
--IF THE ABOVE WASN'T CALCULATED, GET THE PREV VALUES OF THE X, Y POSITION AND USE THEM TO CALCULATE THE FOLLOWING
x = x or settings.colorPicker.tinyCircle.x
y = y or settings.colorPicker.tinyCircle.y
--CONVERT HSV
hue, sat, val = jLib.RGBtoHSV(color[1] * 255, color[2] * 255, color[3] * 255)
--CALCULATE TOP, BOTTOM, LEFT AND RIGHT OF TRIANGLES BASED ON RELATIVE COORDS
local top, btm = triangle.y - ((math.sqrt(3)/3) * triangle.size), triangle.y + ((math.sqrt(3)/6) * triangle.size)
local right, left = triangle.x + (triangle.size / 2), triangle.x - (triangle.size / 2)
--GET THE POSITION OF THE POINTER, AND COMPARE IT TO THE BOTTOM/TOP OF THE TRIANGLE, AND MAP THAT TO 0 - 1
sat = jLib.map(btm, top, 0, 1, y)
--DO THE SAME THING, BUT ADD IN THE SATURATION SO YOU DON'T LOSE THE HUE
val = math.min(jLib.map(left, right, 0, .75, x) + sat, 1)
return jLib.HSVtoRGB(hue, sat, val)
end
end
|
local Packages = script.Parent.Parent.Parent.Parent.Packages
local Roact = require(Packages.Roact)
local Hooks = require(Packages.Hooks)
local StudioTheme = require(Packages.StudioTheme)
local Llama = require(Packages.Llama)
local Icon = require(script.Parent.Parent.Parent.Icon)
local e = Roact.createElement
export type ScrollButtonProps = {
anchor: Vector2?,
position: UDim2?,
size: UDim2?,
icon: (string | Icon.IconProps)?,
disabled: boolean?,
zindex: number?,
onActivated: ((ImageButton) -> ())?,
}
local function ScrollButton(props: ScrollButtonProps, hooks)
local theme = StudioTheme.useTheme(hooks)
local hover, setHover = hooks.useState(false)
local press, setPress = hooks.useState(false)
local colours = hooks.useMemo(function()
local colours = {
background = Enum.StudioStyleGuideColor.ScrollBar,
foreground = Enum.StudioStyleGuideColor.TitlebarText,
border = Enum.StudioStyleGuideColor.Border,
}
if props.disabled then
colours.background = theme:GetColor(colours.background :: any, Enum.StudioStyleGuideModifier.Disabled)
colours.foreground = theme:GetColor(colours.foreground :: any, Enum.StudioStyleGuideModifier.Disabled)
colours.border = theme:GetColor(colours.border :: any, Enum.StudioStyleGuideModifier.Disabled)
elseif press then
colours.background = theme:GetColor(colours.background :: any, Enum.StudioStyleGuideModifier.Pressed)
colours.foreground = theme:GetColor(colours.foreground :: any, Enum.StudioStyleGuideModifier.Pressed)
colours.border = theme:GetColor(colours.border :: any, Enum.StudioStyleGuideModifier.Pressed)
elseif hover then
colours.background = theme:GetColor(colours.background :: any, Enum.StudioStyleGuideModifier.Hover)
colours.foreground = theme:GetColor(colours.foreground :: any, Enum.StudioStyleGuideModifier.Hover)
colours.border = theme:GetColor(colours.border :: any, Enum.StudioStyleGuideModifier.Hover)
else
colours.background = theme:GetColor(colours.background :: any, Enum.StudioStyleGuideModifier.Default)
colours.foreground = theme:GetColor(colours.foreground :: any, Enum.StudioStyleGuideModifier.Default)
colours.border = theme:GetColor(colours.border :: any, Enum.StudioStyleGuideModifier.Default)
end
return colours
end, { props.disabled, press, hover, theme })
local onInputBegan = hooks.useCallback(function(_, input: InputObject)
if props.disabled then
return
end
if input.UserInputType == Enum.UserInputType.MouseMovement then
setHover(true)
elseif input.UserInputType.Name:match("MouseButton%d+") then
setPress(true)
end
end, { props.disabled })
local function onInputEnded(_, input: InputObject)
if input.UserInputType == Enum.UserInputType.MouseMovement then
setHover(false)
setPress(false)
elseif input.UserInputType.Name:match("MouseButton%d+") then
setPress(false)
end
end
local iconProps = hooks.useMemo(function()
return Llama.Dictionary.merge(
{
anchor = Vector2.new(0.5, 0.5),
position = UDim2.fromScale(0.5, 0.5),
colour = colours.foreground,
},
if type(props.icon) == "table"
then props.icon
else {
icon = props.icon,
}
)
end, { props.icon, colours.foreground })
return e(if props.onActivated then "ImageButton" else "Frame", {
AutoButtonColor = if props.onActivated then false else nil,
AnchorPoint = props.anchor,
BackgroundColor3 = colours.background,
BorderColor3 = colours.border,
Position = props.position,
Size = props.size,
ZIndex = props.zindex,
[Roact.Event.InputBegan] = onInputBegan,
[Roact.Event.InputEnded] = onInputEnded,
[Roact.Event.Activated] = props.onActivated,
}, {
Icon = props.icon and e(Icon, iconProps),
})
end
return Hooks.new(Roact)(ScrollButton, {
defaultProps = {
zindex = 30,
},
})
|
-----------------------------------------------------------------------------------------------------------------------
-- RedFlat floating window manager --
-----------------------------------------------------------------------------------------------------------------------
-- Widget to control single flating window size and posioning
-----------------------------------------------------------------------------------------------------------------------
-- Grab environment
-----------------------------------------------------------------------------------------------------------------------
local unpack = unpack or table.unpack
local beautiful = require("beautiful")
local awful = require("awful")
local wibox = require("wibox")
local rednotify = require("redflat.float.notify")
local redutil = require("redflat.util")
local redtip = require("redflat.float.hotkeys")
local svgbox = require("redflat.gauge.svgbox")
-- Initialize tables for module
-----------------------------------------------------------------------------------------------------------------------
local control = {}
-- Resize mode alias
local RESIZE_MODE = { FULL = 1, HORIZONTAL = 2, VERTICAL = 3 }
-- Generate default theme vars
-----------------------------------------------------------------------------------------------------------------------
local function default_style()
local style = {
geometry = { width = 400, height = 60 },
border_width = 2,
font = "Sans 14",
set_position = nil,
notify = {},
keytip = { geometry = { width = 600 } },
shape = nil,
steps = { 1, 10, 20, 50 },
default_step = 2,
onscreen = true,
margin = { icon = { onscreen = { 10, 10, 2, 2 }, mode = { 10, 10, 2, 2 } } },
icon = {
resize = {},
onscreen = redutil.base.placeholder({ txt = "X" }),
},
color = { border = "#575757", text = "#aaaaaa", main = "#b1222b", wibox = "#202020",
gray = "#575757", icon = "#a0a0a0" },
}
style.icon.resize[RESIZE_MODE.FULL] = redutil.base.placeholder({ txt = "F" })
style.icon.resize[RESIZE_MODE.HORIZONTAL] = redutil.base.placeholder({ txt = "H" })
style.icon.resize[RESIZE_MODE.VERTICAL] = redutil.base.placeholder({ txt = "V" })
return redutil.table.merge(style, redutil.table.check(beautiful, "float.control") or {})
end
-- key bindings
control.keys = {}
control.keys.control = {
{
{ "Mod4" }, "c", function() control:center() end,
{ description = "Put window at the center", group = "Window control" }
},
{
{ "Mod4" }, "q", function() control:resize() end,
{ description = "Increase window size", group = "Window control" }
},
{
{ "Mod4" }, "a", function() control:resize(true) end,
{ description = "Decrease window size", group = "Window control" }
},
{
{ "Mod4" }, "l", function() control:move("right") end,
{ description = "Move window to right", group = "Window control" }
},
{
{ "Mod4" }, "j", function() control:move("left") end,
{ description = "Move window to left", group = "Window control" }
},
{
{ "Mod4" }, "k", function() control:move("bottom") end,
{ description = "Move window to bottom", group = "Window control" }
},
{
{ "Mod4" }, "i", function() control:move("top") end,
{ description = "Move window to top", group = "Window control" }
},
{
{ "Mod4" }, "n", function() control:switch_resize_mode() end,
{ description = "Switch moving/resizing mode", group = "Mode" }
},
{
{ "Mod4" }, "s", function() control:switch_onscreen() end,
{ description = "Switch off screen check", group = "Mode" }
},
}
control.keys.action = {
{
{ "Mod4" }, "Super_L", function() control:hide() end,
{ description = "Close top list widget", group = "Action" }
},
{
{ "Mod4" }, "F1", function() redtip:show() end,
{ description = "Show hotkeys helper", group = "Action" }
},
}
control.keys.all = awful.util.table.join(control.keys.control, control.keys.action)
control._fake_keys = {
{
{}, "N", nil,
{ description = "Select move/resize step", group = "Mode",
keyset = { "1", "2", "3", "4", "5", "6", "7", "8", "9" } }
},
}
-- Support function
-----------------------------------------------------------------------------------------------------------------------
local function control_off_screen(window)
local wa = screen[mouse.screen].workarea
local newg = window:geometry()
if newg.width > wa.width then window:geometry({ width = wa.width, x = wa.x }) end
if newg.height > wa.height then window:geometry({ height = wa.height, y = wa.y }) end
redutil.placement.no_offscreen(window, nil, wa)
end
-- Initialize widget
-----------------------------------------------------------------------------------------------------------------------
function control:init()
-- Initialize vars
--------------------------------------------------------------------------------
local style = default_style()
self.style = style
self.client = nil
self.step = style.steps[style.default_step]
self.resize_mode = RESIZE_MODE.FULL
self.onscreen = style.onscreen
-- Create floating wibox for top widget
--------------------------------------------------------------------------------
self.wibox = wibox({
ontop = true,
bg = style.color.wibox,
border_width = style.border_width,
border_color = style.color.border,
shape = style.shape
})
self.wibox:geometry(style.geometry)
-- Widget layout setup
--------------------------------------------------------------------------------
self.label = wibox.widget.textbox()
self.label:set_align("center")
self.label:set_font(style.font)
self.onscreen_icon = svgbox(self.style.icon.onscreen)
self.onscreen_icon:set_color(self.onscreen and self.style.color.main or self.style.color.icon)
self.mode_icon = svgbox(self.style.icon.resize[self.resize_mode])
self.mode_icon:set_color(self.style.color.icon)
self.wibox:setup({
wibox.container.margin(self.onscreen_icon, unpack(self.style.margin.icon.onscreen)),
self.label,
wibox.container.margin(self.mode_icon, unpack(self.style.margin.icon.mode)),
layout = wibox.layout.align.horizontal
})
-- Keygrabber
--------------------------------------------------------------------------------
self.keygrabber = function(mod, key, event)
if event == "release" then
for _, k in ipairs(self.keys.action) do
if redutil.key.match_grabber(k, mod, key) then k[3](); return end
end
else
for _, k in ipairs(self.keys.all) do
if redutil.key.match_grabber(k, mod, key) then k[3](); return end
end
if string.match("123456789", key) then self:choose_step(tonumber(key)) end
end
end
-- First run actions
--------------------------------------------------------------------------------
self:set_keys()
end
-- Window control
-----------------------------------------------------------------------------------------------------------------------
-- Put window at center of screen
--------------------------------------------------------------------------------
function control:center()
if not self.client then return end
redutil.placement.centered(self.client, nil, mouse.screen.workarea)
if self.onscreen then control_off_screen(self.client) end
self:update()
end
-- Change window size
--------------------------------------------------------------------------------
function control:resize(is_shrinking)
if not self.client then return end
-- calculate new size
local g = self.client:geometry()
local d = self.step * (is_shrinking and -1 or 1)
local newg
if self.resize_mode == RESIZE_MODE.FULL then
newg = { x = g.x - d, y = g.y - d, width = g.width + 2 * d, height = g.height + 2 * d }
elseif self.resize_mode == RESIZE_MODE.HORIZONTAL then
newg = { x = g.x - d, width = g.width + 2 * d }
elseif self.resize_mode == RESIZE_MODE.VERTICAL then
newg = { y = g.y - d, height = g.height + 2 * d }
end
-- validate new size
if newg.height and newg.height <= 0 or newg.width and newg.width < 0 then return end
-- apply new size
self.client:geometry(newg)
if self.onscreen then control_off_screen(self.client) end
self:update()
end
-- Move by direction
--------------------------------------------------------------------------------
function control:move(direction)
if not self.client then return end
local g = self.client:geometry()
local d = self.step * ((direction == "left" or direction == "top") and -1 or 1)
if direction == "left" or direction == "right" then
self.client:geometry({ x = g.x + d })
else
self.client:geometry({ y = g.y + d })
end
if self.onscreen then control_off_screen(self.client) end
end
-- Widget actions
-----------------------------------------------------------------------------------------------------------------------
-- Update
--------------------------------------------------------------------------------
function control:update()
if not self.client then return end
local g = self.client:geometry()
local size_label = string.format("%sx%s", g.width, g.height)
self.label:set_markup(string.format(
'<span color="%s">%s</span><span color="%s"> [%d]</span>',
self.style.color.text, size_label, self.style.color.gray, self.step
))
end
-- Select move/resize step by index
--------------------------------------------------------------------------------
function control:choose_step(index)
if self.style.steps[index] then self.step = self.style.steps[index] end
self:update()
end
-- Switch resize mode
--------------------------------------------------------------------------------
function control:switch_resize_mode()
self.resize_mode = self.resize_mode + 1
if not awful.util.table.hasitem(RESIZE_MODE, self.resize_mode) then self.resize_mode = RESIZE_MODE.FULL end
self.mode_icon:set_image(self.style.icon.resize[self.resize_mode])
end
-- Switch onscreen mode
--------------------------------------------------------------------------------
function control:switch_onscreen()
self.onscreen = not self.onscreen
self.onscreen_icon:set_color(self.onscreen and self.style.color.main or self.style.color.icon)
if self.onscreen then
control_off_screen(self.client)
self:update()
end
end
-- Show
--------------------------------------------------------------------------------
function control:show()
if not self.wibox then self:init() end
if not self.wibox.visible then
-- check if focused client floating
local layout = awful.layout.get(mouse.screen)
local is_floating = client.focus and (client.focus.floating or layout.name == "floating")
and not client.focus.maximized
if not is_floating then
rednotify:show(redutil.table.merge({ text = "No floating window focused" }, self.style.notify))
return
end
self.client = client.focus
-- show widget
if self.style.set_position then
self.style.set_position(self.wibox)
else
redutil.placement.centered(self.wibox, nil, mouse.screen.workarea)
end
redutil.placement.no_offscreen(self.wibox, self.style.screen_gap, screen[mouse.screen].workarea)
self:update()
self.wibox.visible = true
awful.keygrabber.run(self.keygrabber)
redtip:set_pack(
"Floating window", self.tip, self.style.keytip.column, self.style.keytip.geometry,
function() self:hide() end
)
end
end
-- Hide
--------------------------------------------------------------------------------
function control:hide()
self.wibox.visible = false
awful.keygrabber.stop(self.keygrabber)
redtip:remove_pack()
self.client = nil
end
-- Set user hotkeys
-----------------------------------------------------------------------------------------------------------------------
function control:set_keys(keys, layout)
layout = layout or "all"
if keys then
self.keys[layout] = keys
if layout ~= "all" then self.keys.all = awful.util.table.join(self.keys.control, self.keys.action) end
end
self.tip = awful.util.table.join(self.keys.all, self._fake_keys)
end
-- End
-----------------------------------------------------------------------------------------------------------------------
return control
|
-- // Information
--[[
"If you don’t know what CIELUV is (you probably don’t and that’s ok), it’s a perceptually uniform and additive color space. In other words, it’s really good at representing color transitions on LCD screens for human eyes."
Source: https://devforum.roblox.com/t/cieluv-interpolator/27100
]]
-- //
local LerpCIELUV
do
-- Combines two colors in CIELUV space.
-- function<function<Color3 result>(float t)>(Color3 fromColor, Color3 toColor)
-- https://www.w3.org/Graphics/Color/srgb
local clamp = math.clamp
local C3 = Color3.new
local black = C3(0, 0, 0)
-- Convert from linear RGB to scaled CIELUV
local function RgbToLuv13(c)
local r, g, b = c.r, c.g, c.b
-- Apply inverse gamma correction
r = r < 0.0404482362771076 and r/12.92 or 0.87941546140213*(r + 0.055)^2.4
g = g < 0.0404482362771076 and g/12.92 or 0.87941546140213*(g + 0.055)^2.4
b = b < 0.0404482362771076 and b/12.92 or 0.87941546140213*(b + 0.055)^2.4
-- sRGB->XYZ->CIELUV
local y = 0.2125862307855956*r + 0.71517030370341085*g + 0.0722004986433362*b
local z = 3.6590806972265883*r + 11.4426895800574232*g + 4.1149915024264843*b
local l = y > 0.008856451679035631 and 116*y^(1/3) - 16 or 903.296296296296*y
if z > 1e-15 then
local x = 0.9257063972951867*r - 0.8333736323779866*g - 0.09209820666085898*b
return l, l*x/z, l*(9*y/z - 0.46832)
else
return l, -0.19783*l, -0.46832*l
end
end
function LerpCIELUV(c0, c1)
local l0, u0, v0 = RgbToLuv13(c0)
local l1, u1, v1 = RgbToLuv13(c1)
return function(t)
-- Interpolate
local l = (1 - t)*l0 + t*l1
if l < 0.0197955 then
return black
end
local u = ((1 - t)*u0 + t*u1)/l + 0.19783
local v = ((1 - t)*v0 + t*v1)/l + 0.46832
-- CIELUV->XYZ
local y = (l + 16)/116
y = y > 0.206896551724137931 and y*y*y or 0.12841854934601665*y - 0.01771290335807126
local x = y*u/v
local z = y*((3 - 0.75*u)/v - 5)
-- XYZ->linear sRGB
local r = 7.2914074*x - 1.5372080*y - 0.4986286*z
local g = -2.1800940*x + 1.8757561*y + 0.0415175*z
local b = 0.1253477*x - 0.2040211*y + 1.0569959*z
-- Adjust for the lowest out-of-bounds component
if r < 0 and r < g and r < b then
r, g, b = 0, g - r, b - r
elseif g < 0 and g < b then
r, g, b = r - g, 0, b - g
elseif b < 0 then
r, g, b = r - b, g - b, 0
end
return C3(
-- Apply gamma correction and clamp the result
clamp(r < 3.1306684425e-3 and 12.92*r or 1.055*r^(1/2.4) - 0.055, 0, 1),
clamp(g < 3.1306684425e-3 and 12.92*g or 1.055*g^(1/2.4) - 0.055, 0, 1),
clamp(b < 3.1306684425e-3 and 12.92*b or 1.055*b^(1/2.4) - 0.055, 0, 1)
)
end
end
end
-- // Return
return LerpCIELUV
|
--!strict
-- Author(s): bobbybob2131
-- Last edited: 1 April 2022
-- Description: Runtime equivalent of ChangeHistoryService, with some extra features.
--[[
constructor chronicler.new(object: any, captureProperties: {string | number}, undoStackSize: number?, redoStackSize: number?): Chronicler
Create a new chronicler object, `captureProperties` is an array of properties to capture in waypoints
method Chronicler:SetWaypoint() Save the current state of the object as a waypoint
method Chronicler:Undo() Undo most recent action
method Chronicler:Redo() Redo the last action that was undone
method Chronicler:ResetWaypoints() Clears history, removing all undo/redo waypoints
method Chronicler:GetCanUndo(): boolean | waypoint Get last undo-able action, if it exists
method Chronicler:GetCanRedo(): boolean | waypoint Get last redo-able action, if it exists
method Chronicler:SetEnabled(state: boolean?) Set whether or not this chronicler object is enabled
method Chronicler:OverrideStacks(undoStack: waypointStack?, redoStack: waypointStack?) Set the stacks, to flip between saved states
method Chronicler:Destroy() Permanently delete a chronicler object
RBXScriptSignal chroniclerObject.OnUndo Fired when a waypoint is undone
RBXScriptSignal chroniclerObject.OnRedo Fired when a waypoint is redone
]]
local chronicler = {}
local signal = {}
local DEBUG: boolean = true
local output: (...) -> ()
if DEBUG then
output = function(...)
print("[Chronicler]", ...)
end
else
output = function() end
end
-- Create a new stripped down signal object
function signal.new(): Signal
local signalObject = {
_bindable = Instance.new("BindableEvent")
}
-- Call the function when the event is raised
function signalObject:Connect(func)
self._bindable:Connect(func)
end
-- Yield current thread until the event is raised
function signalObject:Wait()
self._bindable:Wait()
end
return signalObject
end
type waypoint = {[string | number]: any}
type waypointStack = {[string]: number | string}
type Signal = typeof(signal.new())
-- Create a new chronicler object
function chronicler.new(object: any, captureProperties: {string | number}, undoStackSize: number?, redoStackSize: number?): Chronicler
local undoEvent: BindableEvent = Instance.new("BindableEvent")
local chroniclerObject: Chronicler = {
object = object,
captureProperties = captureProperties,
undoStack = table.create(undoStackSize or 30),
redoStack = table.create(redoStackSize or 10),
enabled = true,
}
chroniclerObject.OnUndo = signal.new()
chroniclerObject.OnRedo = signal.new()
-- Save the current state of the object as a waypoint
function chroniclerObject:SetWaypoint()
if not self.enabled then return end
local data: waypoint = {}
for index: number, property: string | number in ipairs(self.captureProperties) do
local value: any = self.object[property]
if value then
data[property] = value
end
end
table.insert(self.undoStack, data)
if #self.redoStack > 0 then
self.redoStack = {}
end
while #self.undoStack > 30 do
table.remove(self.undoStack, 1)
end
output("Set Waypoint:", data)
end
-- Undo most recent action
function chroniclerObject:Undo()
if #self.undoStack < 1 then return end
local waypoint: waypoint = self.undoStack[#self.undoStack - 1]
if not waypoint then return end
for property: string | number, value: any in pairs(waypoint) do
self.object[property] = value
end
table.insert(self.redoStack, self.undoStack[#self.undoStack])
self.undoStack[#self.undoStack] = nil
self.OnUndo._bindable:Fire()
output("Undo:", waypoint)
end
-- Redo the last action that was undone
function chroniclerObject:Redo()
if #self.redoStack < 0 then return end
local waypoint: waypoint = self.redoStack[#self.redoStack]
if not waypoint then return end
for property: string | number, value: any in pairs(waypoint) do
output("redo back to", property, value)
self.object[property] = value
end
table.insert(self.undoStack, waypoint)
self.redoStack[#self.redoStack] = nil
self.OnRedo._bindable:Fire()
output("Redo:", waypoint)
end
-- Clears history, removing all undo/redo waypoints
function chroniclerObject:ResetWaypoints()
table.clear(self.undoStack)
table.clear(self.redoStack)
output("Waypoints reset")
end
-- Get last undo-able action, if it exists
function chroniclerObject:GetCanUndo(): boolean | waypoint
local lastPoint: waypoint = self.undoStack[1]
if not lastPoint then
output("Cannot undo")
return false
else
output("Can undo")
return lastPoint
end
end
-- Get last redo-able action, if it exists
function chroniclerObject:GetCanRedo(): boolean | waypoint
local lastPoint: waypoint = self.undoStack[1]
if not lastPoint then
output("Cannot redo")
return false
else
output("Can redo")
return lastPoint
end
end
-- Set whether or not this chronicler object is enabled
function chroniclerObject:SetEnabled(state: boolean?)
state = state or not self.enabled
self.enabled = state
if state == false then
self:ResetWaypoints()
end
output("Enabled state set to:", state)
end
-- Set the stacks, to flip between saved states
function chroniclerObject:OverrideStacks(undoStack: waypointStack?, redoStack: waypointStack?)
if undoStack then
self.undoStack = undoStack
end
if redoStack then
self.redoStack = redoStack
end
output("Stacks overriden, undo stack:", undoStack, "\nRedo Stack:", redoStack)
end
-- Permanently delete a chronicler object
function chroniclerObject:Destroy()
if self.object.ClassName then -- Object was an Instance of some sort
self.object:Destroy()
end
self.captureProperties = nil
self.undoStack = nil
self.redoStack = nil
self.enabled = nil
self.OnRedo._bindable:Destroy()
self.OnUndo._bindable:Destroy()
output("Destroyed")
end
return chroniclerObject
end
export type Chronicler = typeof(chronicler.new({"a"}, {1}))
return chronicler
|
script.on_init(function()
for index,force in pairs(game.forces) do
if (force.valid) then
force.reset_technology_effects()
end
end
end)
|
local function RandCl()
return {math.random(0,20)/20,math.random(0,20)/20,math.random(0,20)/20,1}
end
local CyclePat = {
{RandCl(),RandCl(),RandCl(),RandCl(),RandCl(),RandCl(),RandCl(),RandCl()},--Frame1
{RandCl(),RandCl(),RandCl(),RandCl(),RandCl(),RandCl(),RandCl(),RandCl()},--Frame2
{RandCl(),RandCl(),RandCl(),RandCl(),RandCl(),RandCl(),RandCl(),RandCl()},--Frame3
{RandCl(),RandCl(),RandCl(),RandCl(),RandCl(),RandCl(),RandCl(),RandCl()},--Frame4
}
local TexData = {
}
local Scaling = 2;
local width = 100;
local height = 100;
local t = Def.ActorFrame{
OnCommand=function(self)
for i = 1,height do
local nowt = {}
for j = 1,width do
nowt[j] = math.random(1,8)
end
TexData[i] = nowt
end
self:playcommand("Loop")
end;
LoopCommand=function(self)
local Canva = self:GetChildren()["Canvas"]
verts = {}
local Frame = 1
for i = 1,height do
for j = 1,width do
table.insert( verts,{{(j-1)*Scaling - (width/2)*Scaling, (i-1)*Scaling - (height/2)*Scaling, 0}, CyclePat[Frame][TexData[i][j]]})
table.insert( verts,{{(j)*Scaling - (width/2)*Scaling, (i-1)*Scaling - (height/2)*Scaling, 0}, CyclePat[Frame][TexData[i][j]]})
table.insert( verts,{{(j)*Scaling - (width/2)*Scaling, (i)*Scaling - (height/2)*Scaling, 0}, CyclePat[Frame][TexData[i][j]]})
table.insert( verts,{{(j-1)*Scaling - (width/2)*Scaling, (i)*Scaling - (height/2)*Scaling, 0}, CyclePat[Frame][TexData[i][j]]})
end
end
Canva:SetNumVertices(#verts):SetVertices( verts )
self:sleep(1/30):queuecommand("Loop")
end;
Def.ActorMultiVertex{
Name = "Canvas";
InitCommand=function(self)
self:SetDrawState{Mode="DrawMode_Quads"}
end;
OnCommand=function(self)
self:Center()
end;
};
};
return t;
|
object_tangible_furniture_flooring_wood_frn_flooring_wood_s12 = object_tangible_furniture_flooring_wood_shared_frn_flooring_wood_s12:new {
}
ObjectTemplates:addTemplate(object_tangible_furniture_flooring_wood_frn_flooring_wood_s12, "object/tangible/furniture/flooring/wood/frn_flooring_wood_s12.iff")
|
function openVipEditWindow ( acc )
Vip = { }
VipDetails = {
account = acc
}
Vip.window = guiCreateWindow((sx/2-250/2), (sy/2-270/2), 250, 270, "VIP Manager", false)
guiWindowSetSizable(Vip.window, false )
Vip.account = guiCreateLabel(20, 37, 315, 23, "Conta: "..tostring(acc), false, Vip.window)
Vip.misc_1 = guiCreateLabel(19, 102, 75, 22, "Exp. Dia:", false, Vip.window)
Vip.misc_2 = guiCreateLabel(19, 134, 82, 22, "Exp. Mes:", false, Vip.window)
Vip.misc_3 = guiCreateLabel(19, 166, 82, 22, "Exp. Ano:", false, Vip.window)
Vip.misc_4 = guiCreateLabel(19, 198, 82, 22, "Categoria:", false, Vip.window)
Vip.cancel = guiCreateButton(19, 230, 82, 33, "Cancelar", false, Vip.window)
Vip.update = guiCreateButton(106, 230, 82, 33, "DAR VIP", false, Vip.window)
Vip.level = guiCreateButton(111, 201, 120, 25, "Bronze", false, Vip.window)
local d = getRealTime ( )
Vip.expMonth = guiCreateEdit(111, 131, 120, 25, d.month + 1, false, Vip.window)
Vip.expYear = guiCreateEdit(111, 166, 120, 25, d.year + 1900, false, Vip.window)
Vip.expDay = guiCreateEdit(111, 99, 120, 25, d.monthday+1, false, Vip.window)
local data = {
day = guiGetText(Vip.expDay),
month = guiGetText(Vip.expMonth),
year = guiGetText(Vip.expYear)
}
Vip.expLabel = guiCreateLabel(19, 61, 316, 22, "Expira dia: "..table.concat({guiGetText(Vip.expDay),guiGetText(Vip.expMonth),guiGetText(Vip.expYear)},"/").." ("..getDaysToDate(data)..")", false, Vip.window)
addEventHandler ( "onClientGUIClick", Vip.update, onClientVipButtonClick )
addEventHandler ( "onClientGUIClick", Vip.cancel, onClientVipButtonClick )
addEventHandler ( "onClientGUIClick", Vip.level, onClientVipButtonClick)
addEventHandler ( "onClientGUIChanged", Vip.expMonth, onClientVipEditChanged )
addEventHandler ( "onClientGUIChanged", Vip.expYear, onClientVipEditChanged )
addEventHandler ( "onClientGUIChanged", Vip.expDay, onClientVipEditChanged )
showCursor ( true )
end
function destroyVipWindow ( )
removeEventHandler ( "onClientGUIClick", Vip.update, onClientVipButtonClick )
removeEventHandler ( "onClientGUIClick", Vip.cancel, onClientVipButtonClick )
removeEventHandler ( "onClientGUIClick", Vip.level, onClientVipButtonClick)
removeEventHandler ( "onClientGUIChanged", Vip.expMonth, onClientVipEditChanged )
removeEventHandler ( "onClientGUIChanged", Vip.expYear, onClientVipEditChanged )
removeEventHandler ( "onClientGUIChanged", Vip.expDay, onClientVipEditChanged )
destroyElement ( Vip.window )
Vip = nil
VipDetails = nil
showCursor ( false )
end
function onClientVipButtonClick ( )
if ( source == Vip.level ) then
local t = tostring ( source.text ):lower ( )
if ( t == "bronze" ) then
source.text = "Prata"
elseif ( t == 'prata' ) then
source.text = 'Ouro'
elseif ( t == 'ouro' ) then
source.text = 'Platina'
elseif ( t == 'platina' ) then
source.text = 'SemVIP'
elseif ( t == 'semvip' ) then
source.text = 'Bronze'
end
elseif ( source == Vip.cancel ) then
destroyVipWindow ( )
elseif ( source == Vip.update) then
local day = tonumber ( Vip.expDay.text )
local month = tonumber ( Vip.expMonth.text)
local year = tonumber ( Vip.expYear.text )
if ( not day or not month or not year ) then
return exports.ngmessages:sendClientMessage ( "Data inválida.", 255, 0, 0 )
end
triggerServerEvent ( "VDBGAdmin->Modules->aManager->VIPManager->UpdateAccountVIP", localPlayer, VipDetails.account, Vip.level.text, day, month, year )
end
end
function onClientVipEditChanged ( )
local t = guiGetText ( source )
if ( t == "" ) then return end
local t = t:gsub ( "%a", "" )
local t = t:gsub ( "%s", "" )
local t = t:gsub ( "%p", "" )
local f = getRealTime ( )
local t = tonumber ( t )
if ( t < 1 ) then
t = 1
end if ( source == Vip.expMonth and t > 12 ) then
t = 12
elseif ( source == Vip.expDay and t > 31 ) then
t = 31
end
guiSetText ( source, tostring ( t ) )
local data = {
day = guiGetText(Vip.expDay),
month = guiGetText(Vip.expMonth),
year = guiGetText(Vip.expYear)
}
local fDate = table.concat({guiGetText(Vip.expDay),guiGetText(Vip.expMonth),guiGetText(Vip.expYear)},"/")
guiSetText ( Vip.expLabel, "Expira dia: "..fDate.." ("..getDaysToDate(data)..")" )
end
|
form =
'size[10,10;]'..
'background[-0.15,-0.25;10.40,10.75;mylandscaping_background.png]'..
'button[0,0;2.5,1;retain;Retaining Walls]'..
'button[2.5,0;2.5,1;column;Columns]'..
'button[5,0;2.5,1;patio;Patio Pavers]'..
'button[7.5,0;2.5,1;deco;Deco Walls]'
input =
'label[3,4.5;Input]'..
'list[context;input;3,5;1,1;]'..
'label[4,4.5;Dye]'..
'list[context;dye;4,5;1,1;]'..
--Output
'label[6,4.5;Output]'..
'list[context;output;6,5;1,1;]'..
--Players Inven
'list[current_player;main;1,6;8,4;]'
retaining_walls =
form..
'label[1,2.75;Freeport]'..
'label[1,3.75;Madison]'..
'label[1,1.75;Adaridge]'..
--Freeport walls
'item_image_button[3,2.5;1,1;mylandscaping:fwall_left_cement;fwall1; ]'..
'item_image_button[4,2.5;1,1;mylandscaping:fwall_middle_cement;fwall2; ]'..
'item_image_button[5,2.5;1,1;mylandscaping:fwall_right_cement;fwall3; ]'..
'item_image_button[6,2.5;1,1;mylandscaping:fwall_corner_cement;fwall4; ]'..
--Madison walls
'item_image_button[3,3.5;1,1;mylandscaping:mwall_middle_cement;mwall1; ]'..
'item_image_button[4,3.5;1,1;mylandscaping:mwall_icorner_cement;mwall2; ]'..
'item_image_button[5,3.5;1,1;mylandscaping:mwall_ocorner_cement;mwall3; ]'..
--Adaridge walls
'item_image_button[3,1.5;1,1;mylandscaping:awall_left_cement;awall1; ]'..
'item_image_button[4,1.5;1,1;mylandscaping:awall_middle_cement;awall2; ]'..
'item_image_button[5,1.5;1,1;mylandscaping:awall_right_cement;awall3; ]'..
'item_image_button[6,1.5;1,1;mylandscaping:awall_icorner_cement;awall4; ]'..
'item_image_button[7,1.5;1,1;mylandscaping:awall_ocorner_cement;awall5; ]'..
input
columns = --Although all the columns are in the wall files they get their own menu.
form..
'label[.75,1;Columns are compatible with all walls.]'..
'label[.75,2.75;Freeport]'..
-- 'label[.75,3.75;Madison]'..
'label[.75,1.75;Adaridge]'..
'item_image_button[2,2.5;1,1;mylandscaping:fwall_column_m_t_cement;fcolumn1; ]'..
'item_image_button[3,2.5;1,1;mylandscaping:fwall_column_ic_t_cement;fcolumn2; ]'..
'item_image_button[4,2.5;1,1;mylandscaping:fwall_column_oc_t_cement;fcolumn3; ]'..
'item_image_button[2,1.5;1,1;mylandscaping:awall_column_m_t_cement;acolumn1; ]'..
'item_image_button[3,1.5;1,1;mylandscaping:awall_column_ic_t_cement;acolumn2; ]'..
'item_image_button[4,1.5;1,1;mylandscaping:awall_column_oc_t_cement;acolumn3; ]'..
'label[6.5,1;Column toppers]'..
'item_image_button[6,1.5;1,1;mylandscaping:column_t_sphere_cement;column_sphere; ]'..
'item_image_button[7,1.5;1,1;mylandscaping:column_t_dragon_cement;column_dragon; ]'..
'item_image_button[8,1.5;1,1;mylandscaping:column_t_suzanne_cement;column_suzanne; ]'..
'item_image_button[9,1.5;1,1;mylandscaping:column_t_cross_cement;column_cross; ]'..
input
patio_pavers =
form..
'label[1,1.5;Place pavers on top of sand]'..
'label[1,2;to achieve best fit, and to be]'..
'label[1,2.5;able to place patio decorations.]'..
'item_image_button[5.5,1.5;1,1;mylandscaping:stone_squarecement;patio1; ]'..
'item_image_button[6.5,1.5;1,1;mylandscaping:stone_square_smcement;patio2; ]'..
'item_image_button[7.5,1.5;1,1;mylandscaping:stone_square_xsmcement;patio7; ]'..
'item_image_button[8.5,1.5;1,1;mylandscaping:stone_paverscement;patio3; ]'..
'item_image_button[6,2.5;1,1;mylandscaping:stone_ashlarcement;patio4; ]'..
'item_image_button[7,2.5;1,1;mylandscaping:stone_flagstonecement;patio5; ]'..
'item_image_button[8,2.5;1,1;mylandscaping:stone_pinwheelcement;patio6; ]'..
input
deco_walls =
form..
'image_button[2,1.5;1,1;mylandscaping_deco_scallop.png;deco1;]'..
'tooltip[deco1;Scalloped decorative wall]'..
'image_button[3,1.5;1,1;mylandscaping_deco_flat.png;deco2;]'..
'tooltip[deco2;Flat decorative wall]'..
'image_button[4,1.5;1,1;mylandscaping_deco_peak.png;deco3;]'..
'tooltip[deco3;Peaked decorative wall]'..
'image_button[5,1.5;1,1;mylandscaping_deco_random.png;deco4;]'..
'tooltip[deco4;Random decorative wall]'..
'image_button[6,1.5;1,1;mylandscaping_deco_column.png;deco5;]'..
'tooltip[deco5;Decorative column]'..
input
|
place = {"inside", "outside"}
|
-- base mod defines some basic gameplay
-- this data type represents a classlike
-- interface to the haskell objects
window = {}
function window:new (o)
o = o or {}
self.__index = self
setmetatable (o, self)
self.lwName = "NULL"
return o
end
function window:initMenu (n)
self.lwName = n
rawNewWindow (n,"menu")
end
function window:initGame (n)
self.lwName = n
rawNewWindow (n,"game")
end
function window:switchWindow ()
rawSwitchWindow (self.lwName)
end
function window:newWorld (dp)
rawNewWorld ((self.lwName),dp)
end
function window:newText (x,y,args)
rawNewText (self.lwName,x,y,args,false)
end
function window:newLink (x,y,args,hook)
if ((type(hook)) == "string") then
ret = hook
else
ret = hook ()
end
rawNewText (self.lwName,x,y,args,ret,true)
rawNewLink (self.lwName,x,y,args,ret)
end
function window:addPane (pane)
rawNewPane (self.lwName,pane.pPosx,pane.pPosy,pane.pName)
for i,b in pairs(pane.pBits) do
rawNewPaneBit (self.lwName,pane.pName,b)
end
end
return window
|
local M = {}
function M.setup()
vim.cmd('syntax on') -- syntax highlighting
vim.o.number = true -- line numbers
vim.o.relativenumber = true -- relative line number
vim.o.hidden = true -- dont close buffer on opening new file
vim.o.wrap = false -- no linebreaks for long lines
vim.o.encoding = 'utf-8' -- UTF-8 -> the one and only
vim.o.cmdheight = 1 -- better cmd height
vim.o.smartindent = true -- auto indentations
vim.o.smarttab = true -- smart tabs
vim.o.expandtab = true -- spaces > tabstops
vim.o.tabstop = 2 -- tabstop length
vim.o.shiftwidth = 2 -- shift width length
vim.o.cursorline = true -- always know where you are
vim.o.ruler = true
vim.o.splitright = true
vim.o.splitbelow = true
vim.o.colorcolumn = "80" -- visual indicator for line length
vim.o.showtabline = 2 -- always show tabbar
vim.o.breakindent = true
vim.o.showmode = false -- no need to know what i do
vim.o.clipboard = 'unnamedplus' -- best way to clipboard (copy paste working)
vim.g.loaded_netrwPlugin = 1 -- no need for netrw
vim.o.backup = false -- no backup
vim.o.writebackup = false -- no write backup
vim.o.termguicolors = true
end
return M
|
--[[====================================
=
= import
=
========================================]]
local _searchPaths = {'?'}
local _moduleMt = {
__index = _G,
-- __newindex = function(t, k, v)
-- rawset(t, k, v)
-- end,
}
function is_module(m)
return type(m) == 'table' and _moduleMt == getmetatable(m)
end
local _moduleFullPathMap = {}
local function _loadModule(fullPath, newModule)
if _moduleFullPathMap[fullPath] == false then
return
end
assert(_moduleFullPathMap[fullPath] == nil)
local m = setmetatable({}, _moduleMt)
-- m._EVN = m
if newModule then
for k, v in pairs(newModule) do
m[k] = v
end
end
newModule = m
local func, err = luaext_loadfile(fullPath, newModule)
if func then
-- print('~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~do load module', fullPath)
newModule.__path__, newModule.__name__ = string.match(fullPath, '(.+/)(.+)')
newModule.__full_path__ = fullPath
newModule.__module__ = newModule
-- 防止循环引用
_moduleFullPathMap[fullPath] = newModule
setfenv(func, newModule)()
return newModule
else
_moduleFullPathMap[fullPath] = false
if is_valid_str(err) then
-- error
__G__TRACKBACK__(err)
end
end
end
function import_get_moudule_info()
return _moduleFullPathMap
end
local _directImportInfo = {}
function direct_import(dotName, evn)
-- print('direct_import', dotName)
local modulePath = string.gsub(dotName, '%.', '/')
local ret = _directImportInfo[modulePath]
if ret then
return ret
end
-- 按照搜索路径搜索模块
for _, v in pairs(_searchPaths) do
local fullPath = string.gsub(v, "?", modulePath)
ret = _moduleFullPathMap[fullPath]
if ret then
_directImportInfo[modulePath] = ret
return ret
else
ret = _loadModule(fullPath, evn)
if ret then
_directImportInfo[modulePath] = ret
return ret
end
end
end
-- error_msg('direct_import load [%s] failed', modulePath)
end
local _relativeImportInfo = {}
function relative_import(dotName, evn, level)
-- print('relative_import', dotName, evn)
local modulePath = string.gsub(dotName, '%.', '/')
local curModule = import_get_self_evn(level or 3)
assert(curModule)
local info = _relativeImportInfo[curModule]
if info == nil then
info = {}
_relativeImportInfo[curModule] = info
end
local ret = info[modulePath]
if ret then
return ret
else
local fullPath = curModule.__path__ .. modulePath .. '.lua'
ret = _moduleFullPathMap[fullPath]
if ret then
info[modulePath] = ret
return ret
else
ret = _loadModule(fullPath, evn)
if ret then
info[modulePath] = ret
return ret
else
error_msg('relative_import load [%s] [%s] failed', modulePath, fullPath)
end
end
end
end
function import(dotName, evn)
-- print('import', dotName, evn)
-- relative path
local modulePath = string.gsub(dotName, '%.', '/')
local curModule = import_get_self_evn(3)
if curModule then
local info = _relativeImportInfo[curModule]
if info == nil then
info = {}
_relativeImportInfo[curModule] = info
end
local ret = info[modulePath]
if ret then
return ret
else
local fullPath = curModule.__path__ .. modulePath .. '.lua'
ret = _moduleFullPathMap[fullPath]
if ret then
info[modulePath] = ret
return ret
else
ret = _loadModule(fullPath, evn)
if ret then
info[modulePath] = ret
return ret
end
end
end
end
-- abs path
local ret = _directImportInfo[modulePath]
if ret then
return ret
end
-- 按照搜索路径搜索模块
for _, v in pairs(_searchPaths) do
local fullPath = string.gsub(v, "?", modulePath)
ret = _moduleFullPathMap[fullPath]
if ret then
_directImportInfo[modulePath] = ret
return ret
else
ret = _loadModule(fullPath, evn)
if ret then
_directImportInfo[modulePath] = ret
return ret
end
end
end
error_msg('import load [%s] failed', modulePath)
end
function import_reload(m)
if is_string(m) then
m = import(m)
end
return import_unload(m)
end
function import_unload(m)
if is_string(m) then
m = import(m)
end
_relativeImportInfo = {}
_directImportInfo = {}
_moduleFullPathMap[m.__full_path__] = nil
end
function import_unload_all()
_relativeImportInfo = {}
_directImportInfo = {}
_moduleFullPathMap = {}
end
-- 默认为调用这个函数是在模块中调用的
function import_get_self_evn(level, levelMax)
level = level or 2
local curEvn = getfenv(level)
if curEvn.__module__ then
return curEvn
elseif levelMax then
for l = level + 1, levelMax do
local evn = getfenv(l)
if evn.__module__ then
return evn
end
end
end
end
function import_all_from(dotName, bRelative)
local m
if bRelative then
m = relative_import(dotName, nil, 4)
else
m = direct_import(dotName)
end
if m then
local curM = import_get_self_evn(3)
if curM then
for k, v in pairs(m) do
rawset(curM, k, v)
end
return true
end
end
__G__TRACKBACK__('import_all_from [%s] failed', str(dotName))
end
-- @desc:
-- 增加import路径,优先增加的路径优先检测
function import_add_search_path(path)
table.insert(_searchPaths, 1, path)
end
function import_get_search_paths()
return _searchPaths
end
|
-- PtPM serverside login script
addEvent("attemptAutoLogin",true)
addEventHandler("attemptAutoLogin",root,
function()
if not exports.ptpm_accounts:autoLoginPlayer(client) then
-- triggerClientEvent(client,"showLogin",client)
outputChatBox("Couldn't find user account, playing as guest!",client)
else
outputChatBox("Welcome back, ".. tostring(exports.ptpm_accounts:getPlayerAccountData(client,"username")) .. "! (automatically logged in)",client)
end
end
)
addEvent("attemptLogin",true)
addEventHandler("attemptLogin",root,
function(username, password)
if exports.ptpm_accounts:getPlayerAccountData(client,"username") then
return outputChatBox("You are already logged in.",client)
end
if not exports.ptpm_accounts:loginPlayer(client, username, password) then
outputChatBox("Could not log in.",client)
else
outputChatBox("Welcome, ".. tostring(exports.ptpm_accounts:getPlayerAccountData(client,"username")) .."!",client)
end
end
)
addEvent("attemptRegister",true)
addEventHandler("attemptRegister",root,
function(username, password)
local res = exports.ptpm_accounts:registerPlayer(client, username, password)
if res == false then
outputChatBox("Could not register.",client)
elseif res == nil then
outputChatBox("Could not log in.",client)
end
end
)
function checkMySerial( thePlayer, command )
local theSerial = getPlayerSerial( thePlayer )
if theSerial then
outputChatBox( "Your serial is: " .. theSerial, thePlayer )
else
outputChatBox( "Sorry, you have no serial. =(", thePlayer )
end
end
addCommandHandler( "serial", checkMySerial )
|
-- Sky.lua ---------------------------------------------------------------------------------------
require "sky/cloud"
Sky = {}
Sky.__index = Sky
setmetatable(Sky, {
__call = function (cls, ...)
local self = setmetatable({}, cls)
self:_init(...)
return self
end,
})
----------------------------------------------------------------------------------------------------
function Sky:_init(x,y,width,height,cloudimage,maxCloudes)
self.clouds = {}
for i=0, maxCloudes or 20 do
local newX = math.random(0, width-x) + x
local newY = math.random(0, height-y) + y
self.clouds[i] = Cloud(cloudimage,newX, newY,2)
end
end
function Sky:update(dt)
for num, object in pairs(self.clouds) do
if object.update then
object:update(dt)
end
end
end
function Sky:draw()
for num, object in pairs(self.clouds) do
if object.draw then
object:draw()
end
end
end
|
local Tracer = Material( "trails/laser" )
local Width = 96
function EFFECT:Init( t )
self.LifeTime = 0.25
self.DieTime = CurTime() + self.LifeTime
local e = t:GetEntity()
if !IsValid(e) then return end
local v = e:GetAttachment(1).Pos
local vv = t:GetOrigin()
self.StartPos = self:GetTracerShootPos( v, e, 1 )
self.EndPos = vv
self:SetRenderBoundsWS( self.StartPos, self.EndPos )
self.Dir = ( self.EndPos - self.StartPos ):GetNormalized()
self.Dist = self.StartPos:Distance( self.EndPos )
end
function EFFECT:Think()
-- if true then return end
if ( CurTime() > self.DieTime ) then return false end
return true
end
function EFFECT:Render()
local v = ( self.DieTime - CurTime() ) / self.LifeTime
render.SetMaterial( Tracer )
for i=1, 4 do
render.DrawBeam( self.StartPos, self.EndPos, ( Width / i)* v, 0, (self.Dist/10)*math.Rand(-2,2), Color( 225, 100, 100, v * 100 ) )
end
end
|
--- Some shared info for Quirky scene.
--
-- 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.
--
-- [ MIT license: http://www.opensource.org/licenses/mit-license.php ]
--
-- Standard library imports --
local floor = math.floor
-- Corona globals --
local system = system
-- Exports --
local M = {}
-- Map of turnstile entries to fixed pivot coordinate / index info --
local Pivots
-- Level dimensions --
local W, H
-- Unpack some pivot info for easy lookup
function M.AddPivot (tname, index)
local x = (index - 1) % W + 1
Pivots[tname] = {
x = x,
y = (index - x) / W + 1,
index = index
}
end
-- List of dynamic colors --
local Colors
-- Clear the level's fixed info
function M.Clear ()
Colors, Pivots = {}, {}
end
-- Various events used by Quirky --
local Events = system.newEventDispatcher()
-- Number of items in motion --
local MoveN = 0
-- Event fired when the last moving object settles --
local DoneMovingEvent = { name = "done_moving" }
-- Indicate that one object has stopped moving, firing an event on the last one
function M.DecMoveCount ()
if MoveN > 0 then
MoveN = MoveN - 1
if MoveN == 0 then
Events:dispatchEvent(DoneMovingEvent)
end
end
end
-- Get the first display object in a layer whose type matches the given entry
function M.FindFirstObject (layer, entry)
for i = 1, layer.numChildren do
if layer[i].m_type == entry then
return layer[i]
end
end
end
-- Perform an action on each display object in a layer whose type matches the given entry
function M.ForEachObject (layer, entry, func, arg1, arg2)
for i = 1, layer.numChildren do
local object = layer[i]
if object.m_type == entry then
func(object, arg1, arg2)
end
end
end
-- Get the current level's color with the given name
function M.GetColor (name)
return Colors[name]
end
-- Get the current level's dimensions
function M.GetDims ()
return W, H
end
-- Gets Quirky's event dispatcher
function M.GetEvents ()
return Events
end
-- Resolve a cell in the level's grid to a flat index
function M.GetIndex (col, row)
return (row - 1) * W + col
end
-- Get how many objects are still in motion
function M.GetMoveCount ()
return MoveN
end
-- Get the pivot info corresponding to a turnstile part
function M.GetPivot (tname)
local pivot = Pivots[tname]
return pivot.x, pivot.y, pivot.index
end
-- Get the current level's step deltas in the given direction
function M.GetStep (dir)
if dir == "left" then
return -1, 0, -1
elseif dir == "right" then
return 1, 0, 1
elseif dir == "up" then
return 0, -1, -W
elseif dir == "down" then
return 0, 1, W
end
end
-- Indicate that one object has begun moving
function M.IncMoveCount ()
MoveN = MoveN + 1
end
-- Is a given cell inside the level's grid?
function M.OutOfBounds (col, row)
return col < 1 or col > W or row < 1 or row > H
end
-- Assign a name -> color set to the current level
function M.SetColors (colors)
Colors = colors
end
-- Set the current level's dimensions
function M.SetDims (w, h)
W, H = w, h
end
-- Export module.
return M
|
corruptionEnabled = false;
function warlock_skull(curse, element)
if azs.targetSkull() then
warlockAttack(curse, element)
end
end
function warlock_cross(curse, element)
if azs.targetCross() then
warlockAttack(curse, element)
end
end
-- ATTACK
function warlockAttack(params)
curse = params.curse or azs.class.curse
element = params.element or azs.class.element
if castingOrChanneling() then return end
if (UnitMana("player") >= (UnitLevel("player") * 6)) then
stop_wand()
if isTargetHpUnder(0.7) then
if useTrinkets() then return end
end
if element == "Fire" then
CastSpellByName("Immolate")
else
corruption()
warlockCurse(curse)
CastSpellByName("Shadow Bolt")
end
elseif (isPlayerHpOver(0.3)) then
CastSpellByName("Life Tap")
else
use_wand()
end
end
function warlockCurse(curse)
if curse == "CoS" then
cast_debuff("Spell_Shadow_CurseOfAchimonde", "Curse of Shadow")
elseif curse == "CoE" then
cast_debuff("Spell_Shadow_ChillTouch", "Curse of the Elements")
elseif curse == "CoA" then
CastSpellByName("Amplify Curse")
cast_debuff("Spell_Shadow_CurseOfSargeras", "Curse of Agony")
elseif curse == "CoT" then
cast_debuff("Spell_Shadow_CurseOfTounges", "Curse of Tounges")
elseif curse == "CoR" then
cast_debuff("Spell_Shadow_UnholyStrength", "Curse of Recklessness")
elseif curse == "CoW" then
CastSpellByName("Amplify Curse")
cast_debuff("Spell_Shadow_CurseOfMannoroth", "Curse of Weakness")
end
end
function corruption()
if corruptionEnabled then
cast_debuff("Spell_Shadow_AbominationExplosion", "Corruption")
end
end
|
function love.conf(t)
t.window.title = "Love Platform";
t.window.width = 1024
t.window.height = 768
t.version = "11.2";
t.console = true;
end
|
local NodeEntityState = {}
NodeEntityState.__index = NodeEntityState
local json = require('json')
setmetatable(NodeEntityState, {
__call = function (cls, ...)
local self = setmetatable({}, cls)
self:create(...)
return self
end,
})
function NodeEntityState:className()
return "NodeEntityState"
end
function NodeEntityState:class()
return self
end
function NodeEntityState:superClass()
return nil
end
function NodeEntityState:isa(theClass)
local b_isa = false
local cur_class = theClass:class()
while ( nil ~= cur_class ) and ( false == b_isa ) do
if cur_class == theClass then
b_isa = true
else
cur_class = cur_class:superClass()
end
end
return b_isa
end
function NodeEntityState:destroy()
NodeEntityState.__gc(self)
end
local init =
{
name = "name",
entityOwner = nil
}
function NodeEntityState:create(init)
assert(init, "init variable is nil.")
assert(init.name, "Init variable is expecting a name")
assert(init.entityOwner, "Init variable is expecting a entityOwner")
self._init = init
self:load()
end
function NodeEntityState:__gc()
self:unLoad()
end
function NodeEntityState:__tostring()
return json:stringify(self)
end
function NodeEntityState:getNodeState()
return self._nodeState
end
function NodeEntityState:getEntityOwner()
return self._entityOwner
end
function NodeEntity:isLoaded()
if self.loaded then
return self.loaded
end
return false
end
function NodeEntityState:load()
self:unLoad()
self._entityOwner = self._init.entityOwner
self._nodeState = njli.NodeState.create()
self:getNodeState():setName(self._init.name)
self.loaded = true
end
function NodeEntityState:unLoad()
if self:getNodeState() then
njli.NodeState.destroy(self:getNodeState())
end
self._nodeState = nil
self._entityOwner = nil
self.loaded = false
end
function NodeEntityState:pushState(stateName)
self:getEntityOwner():pushState(stateName)
end
function NodeEntityState:push()
self:getEntityOwner():getNode():getStateMachine():pushState(self:getNodeState())
end
function NodeEntityState:isIn()
return self:getNodeState():getName() == self:getEntityOwner():getNode():getStateMachine():getState():getName()
end
function NodeEntityState:enter() print("NodeEntityState:enter") end
function NodeEntityState:update(timeStep) print("NodeEntityState:update") end
function NodeEntityState:exit() print("NodeEntityState:exit") end
function NodeEntityState:onMessage(message) print("NodeEntityState:onMessage") end
function NodeEntityState:touchDown(touches) print("NodeEntityState:touchDown") end
function NodeEntityState:touchUp(touches) print("NodeEntityState:touchUp") end
function NodeEntityState:touchMove(touches) print("NodeEntityState:touchMove") end
function NodeEntityState:touchCancelled(touches) print("NodeEntityState:touchCancelled") end
function NodeEntityState:render() print("NodeEntityState:render") end
function NodeEntityState:actionUpdate(action, timeStep) print("NodeEntityState:actionUpdate") end
function NodeEntityState:actionComplete(action) print("NodeEntityState:actionComplete") end
function NodeEntityState:collide(otherNode, collisionPoint) print("NodeEntityState:collide") end
function NodeEntityState:near(otherNode) print("NodeEntityState:near") end
function NodeEntityState:rayTouchDown(rayContact) print("NodeEntityState:rayTouchDown") end
function NodeEntityState:rayTouchUp(rayContact) print("NodeEntityState:rayTouchUp") end
function NodeEntityState:rayTouchMove(rayContact) print("NodeEntityState:rayTouchMove") end
function NodeEntityState:rayTouchCancelled(rayContact) print("NodeEntityState:rayTouchCancelled") end
function NodeEntityState:pause() print("NodeEntityState:pause") end
function NodeEntityState:unPause() print("NodeEntityState:unPause") end
return NodeEntityState
|
-- Create luatools package
local luatools = {}
-- Go extension
luatools.lua_extension = ".lua"
-- Check to see if file is a go source code
function luatools.is_source(file_path)
-- Get the extension
local extension = string.sub(file_path, #file_path-(#luatools.lua_extension -1), #file_path)
-- Check to see if the extension matches
if extension == luatools.lua_extension then
return true
end
return false
end
-- Check to see if test is there
function luatools.is_test_source(file_path)
if luatools.is_source(file_path) then
local test_extension = "_test.lua"
local extension = string.sub(file_path, #file_path-(#test_extension -1), #file_path)
if test_extension == extension then
return true
end
end
return false
end
-- Run test for a directory
function luatools.run_test(file)
--log("Running lua test file" .. file)
return run_test_with_env(file)
end
-- Need this to build a package
return luatools
|
local CorePackages = game:GetService("CorePackages")
local CoreGui = game:GetService("CoreGui")
local Players = game:GetService("Players")
local GuiService = game:GetService("GuiService")
local Roact = require(CorePackages.Roact)
local RoactRodux = require(CorePackages.RoactRodux)
local t = require(CorePackages.Packages.t)
local Otter = require(CorePackages.Packages.Otter)
local UIBlox = require(CorePackages.UIBlox)
local Components = script.Parent.Parent
local Connection = Components.Connection
local LayoutValues = require(Connection.LayoutValues)
local WithLayoutValues = LayoutValues.WithLayoutValues
local DropDownButton = require(script.Parent.DropDownButton)
local DropDownPlayerHeader = require(script.Parent.DropDownPlayerHeader)
local FriendDropDownButton = require(script.Parent.FriendDropDownButton)
local LocalPlayer = Players.LocalPlayer
local FFlagDisableFollowInGameMenu = game:DefineFastFlag("DisableFollowInGameMenu", false)
local RobloxGui = CoreGui:WaitForChild("RobloxGui")
local RobloxTranslator = require(RobloxGui.Modules.RobloxTranslator)
local FFlagShowInGameBlockingLuobu = require(RobloxGui.Modules.Flags.FFlagShowInGameBlockingLuobu)
local FFlagShowInGameReportingLuobu = require(RobloxGui.Modules.Flags.FFlagShowInGameReportingLuobu)
local FFlagInspectMenuSubjectToPolicy = require(RobloxGui.Modules.Flags.FFlagInspectMenuSubjectToPolicy)
local Images = UIBlox.App.ImageSet.Images
local isNewInGameMenuEnabled = require(RobloxGui.Modules.isNewInGameMenuEnabled)
local PlayerList = Components.Parent
local ClosePlayerDropDown = require(PlayerList.Actions.ClosePlayerDropDown)
local FollowPlayer = require(PlayerList.Thunks.FollowPlayer)
local UnfollowPlayer = require(PlayerList.Thunks.UnfollowPlayer)
local BlockPlayer = require(PlayerList.Thunks.BlockPlayer)
local UnblockPlayer = require(PlayerList.Thunks.UnblockPlayer)
local RequestFriendship = require(PlayerList.Thunks.RequestFriendship)
local PlayerDropDown = Roact.PureComponent:extend("PlayerDropDown")
PlayerDropDown.validateProps = t.strictInterface({
positionY = t.number,
minPositionBoundY = t.number,
maxPositionBoundY = t.number,
contentsVisible = t.boolean,
selectedPlayer = t.optional(t.instanceIsA("Player")),
isVisible = t.boolean,
playerRelationship = t.optional(t.strictInterface({
isBlocked = t.boolean,
friendStatus = t.enum(Enum.FriendStatus),
isFollowing = t.boolean,
isFollower = t.boolean,
})),
inspectMenuEnabled = t.boolean,
isTenFootInterface = t.boolean,
subjectToChinaPolicies = t.boolean,
closeDropDown = t.callback,
blockPlayer = t.callback,
unblockPlayer = t.callback,
unfollowPlayer = t.callback,
followPlayer = t.callback,
requestFriendship = t.callback,
})
function PlayerDropDown:init()
self.innerFrameRef = Roact.createRef()
self.motorOptions = {
dampingRatio = 1,
frequency = 4,
}
--TODO: Change this to use bindings when roact 1.0 drops
self.motor = Otter.createSingleMotor(1)
self.motor:onStep(function(value)
local innerFrame = self.innerFrameRef.current
if innerFrame then
if value == 1 then
innerFrame.Visible = false
else
innerFrame.Visible = true
end
innerFrame.Position = UDim2.new(value, 0, 0, 0)
end
end)
self.dropDownPosition = 0
end
function PlayerDropDown:createFriendButton(playerRelationship)
local selectedPlayer = self.props.selectedPlayer
return Roact.createElement(FriendDropDownButton, {
layoutOrder = 1,
playerRelationship = playerRelationship,
selectedPlayer = selectedPlayer,
dropDownOpen = self.props.isVisible,
requestFriendship = self.props.requestFriendship,
})
end
function PlayerDropDown:createFollowButton(playerRelationship)
local selectedPlayer = self.props.selectedPlayer
local unfollowText = RobloxTranslator:FormatByKey("PlayerDropDown.UnFollow")
local followText = RobloxTranslator:FormatByKey("PlayerDropDown.Follow")
local followerIcon = playerRelationship.isFollowing and Images["icons/common/notificationOn"]
or Images["icons/common/notificationOff"]
return Roact.createElement(DropDownButton, {
layoutOrder = 2,
text = playerRelationship.isFollowing and unfollowText or followText,
icon = followerIcon,
lastButton = false,
forceShowOptions = false,
onActivated = function()
if playerRelationship.isFollowing then
self.props.unfollowPlayer(selectedPlayer)
else
self.props.followPlayer(selectedPlayer)
end
end,
})
end
function PlayerDropDown:createBlockButton(playerRelationship)
local selectedPlayer = self.props.selectedPlayer
local blockedText = RobloxTranslator:FormatByKey("PlayerDropDown.Block")
local unblockText = RobloxTranslator:FormatByKey("PlayerDropDown.UnBlock")
local blockIcon = Images["icons/actions/block"]
return Roact.createElement(DropDownButton, {
layoutOrder = 4,
text = playerRelationship.isBlocked and unblockText or blockedText,
icon = blockIcon,
lastButton = false,
forceShowOptions = false,
onActivated = function()
if playerRelationship.isBlocked then
self.props.unblockPlayer(selectedPlayer)
else
self.props.blockPlayer(selectedPlayer)
end
end,
})
end
function PlayerDropDown:createReportButton()
local selectedPlayer = self.props.selectedPlayer
local reportIcon = Images["icons/actions/feedback"]
return Roact.createElement(DropDownButton, {
layoutOrder = 5,
text = RobloxTranslator:FormatByKey("PlayerDropDown.Report"),
icon = reportIcon,
lastButton = true,
forceShowOptions = false,
onActivated = function()
if isNewInGameMenuEnabled() then
-- todo: move InGameMenu to a script global when removing isNewInGameMenuEnabled
local InGameMenu = require(RobloxGui.Modules.InGameMenu)
InGameMenu.openReportDialog(selectedPlayer)
else
-- This module has to be required here or it yields on initalization which breaks the unit tests.
-- TODO: Revist this with new in game menu.
local ReportAbuseMenu = require(RobloxGui.Modules.Settings.Pages.ReportAbuseMenu)
ReportAbuseMenu:ReportPlayer(selectedPlayer)
self.props.closeDropDown()
end
end,
})
end
function PlayerDropDown:createInspectButton()
local selectedPlayer = self.props.selectedPlayer
local inspectIcon = Images["icons/actions/zoomIn"]
return Roact.createElement(DropDownButton, {
layoutOrder = 3,
text = RobloxTranslator:FormatByKey("PlayerDropDown.Examine"),
icon = inspectIcon,
lastButton = selectedPlayer == LocalPlayer,
forceShowOptions = false,
onActivated = function()
GuiService:InspectPlayerFromUserIdWithCtx(selectedPlayer.UserId, "leaderBoard")
self.props.closeDropDown()
end,
})
end
function PlayerDropDown:render()
return WithLayoutValues(function(layoutValues)
local selectedPlayer = self.props.selectedPlayer
if not selectedPlayer or self.props.isTenFootInterface then
return nil
end
local dropDownButtons = {}
dropDownButtons["UIListLayout"] = Roact.createElement("UIListLayout", {
Padding = UDim.new(0, layoutValues.DropDownButtonPadding),
SortOrder = Enum.SortOrder.LayoutOrder,
})
dropDownButtons["PlayerHeader"] = Roact.createElement(DropDownPlayerHeader, {
player = self.props.selectedPlayer,
})
local dropDownHeaderHeight = layoutValues.DropDownButtonPadding + layoutValues.DropDownHeaderSizeY
local dropDownHeight = dropDownHeaderHeight
local playerRelationship = self.props.playerRelationship
if selectedPlayer ~= LocalPlayer then
if not playerRelationship.isBlocked then
dropDownButtons["FriendButton"] = self:createFriendButton(playerRelationship)
dropDownHeight = dropDownHeight + layoutValues.DropDownButtonPadding + layoutValues.DropDownButtonSizeY
if not FFlagDisableFollowInGameMenu then
dropDownButtons["FollowerButton"] = self:createFollowButton(playerRelationship)
dropDownHeight = dropDownHeight + layoutValues.DropDownButtonPadding + layoutValues.DropDownButtonSizeY
end
end
local showPlayerBlocking = not self.props.subjectToChinaPolicies or FFlagShowInGameBlockingLuobu
local showPlayerReporting = not self.props.subjectToChinaPolicies or FFlagShowInGameReportingLuobu
if showPlayerBlocking then
dropDownButtons["BlockButton"] = self:createBlockButton(playerRelationship)
dropDownHeight = dropDownHeight + layoutValues.DropDownButtonPadding + layoutValues.DropDownButtonSizeY
end
if showPlayerReporting then
dropDownButtons["ReportButton"] = self:createReportButton()
dropDownHeight = dropDownHeight + layoutValues.DropDownButtonPadding + layoutValues.DropDownButtonSizeY
end
end
local disableInspectPolicy = FFlagInspectMenuSubjectToPolicy and self.props.subjectToChinaPolicies
if self.props.inspectMenuEnabled and not disableInspectPolicy then
dropDownButtons["InspectButton"] = self:createInspectButton()
dropDownHeight = dropDownHeight + layoutValues.DropDownButtonPadding + layoutValues.DropDownButtonSizeY
end
dropDownHeight = dropDownHeight - layoutValues.DropDownButtonPadding
local dropDownPosition = self.dropDownPosition
dropDownPosition = dropDownPosition + (layoutValues.DropDownHeaderBackgroundSize - layoutValues.DropDownHeaderSizeY)
if dropDownPosition + dropDownHeight > self.props.maxPositionBoundY then
dropDownPosition = dropDownPosition - (dropDownPosition + dropDownHeight - self.props.maxPositionBoundY)
elseif dropDownPosition < self.props.minPositionBoundY then
dropDownPosition = dropDownPosition + (self.props.minPositionBoundY - dropDownPosition)
end
return Roact.createElement("Frame", {
LayoutOrder = self.props.layoutOrder,
AnchorPoint = Vector2.new(1, 0),
Position = UDim2.new(0, 0, 0, dropDownPosition),
Size = UDim2.new(0, layoutValues.PlayerDropDownSizeX + layoutValues.PlayerDropDownOffset, 0, dropDownHeight),
BackgroundTransparency = 1,
ClipsDescendants = true,
}, {
InnerFrame = Roact.createElement("Frame", {
Size = UDim2.new(1, -layoutValues.PlayerDropDownOffset, 1, 0),
BackgroundTransparency = 1,
ClipsDescendants = true,
[Roact.Ref] = self.innerFrameRef,
}, dropDownButtons)
})
end)
end
function PlayerDropDown:getDropDownPosition()
if self.props.isVisible and self.props.contentsVisible then
return 0
end
return 1
end
function PlayerDropDown:didMount()
local targetPosition = self:getDropDownPosition()
self.motor:start()
self.motor:setGoal(Otter.spring(targetPosition, self.motorOptions))
end
function PlayerDropDown:willUpdate(nextProps, nextState)
if nextProps.selectedPlayer ~= self.props.selectedPlayer then
self.dropDownPosition = nextProps.positionY
end
end
function PlayerDropDown:didUpdate(previousProps, previousState)
if previousProps.selectedPlayer ~= self.props.selectedPlayer then
self.motor:setGoal(Otter.instant(1))
self.motor:step(0)
end
local targetPosition = self:getDropDownPosition()
self.motor:setGoal(Otter.spring(targetPosition, self.motorOptions))
end
function PlayerDropDown:willUnmount()
self.motor:destroy()
end
local function mapStateToProps(state)
local selectedPlayer = state.playerDropDown.selectedPlayer
return {
selectedPlayer = selectedPlayer,
isVisible = state.playerDropDown.isVisible,
playerRelationship = selectedPlayer and state.playerRelationship[selectedPlayer.UserId],
inspectMenuEnabled = state.displayOptions.inspectMenuEnabled,
isTenFootInterface = state.displayOptions.isTenFootInterface,
subjectToChinaPolicies = state.displayOptions.subjectToChinaPolicies,
}
end
local function mapDispatchToProps(dispatch)
return {
closeDropDown = function()
return dispatch(ClosePlayerDropDown())
end,
blockPlayer = function(player)
return dispatch(BlockPlayer(player))
end,
unblockPlayer = function(player)
return dispatch(UnblockPlayer(player))
end,
unfollowPlayer = function(player)
return dispatch(UnfollowPlayer(player))
end,
followPlayer = function(player)
return dispatch(FollowPlayer(player))
end,
requestFriendship = function(player, isAccept)
return dispatch(RequestFriendship(player))
end,
}
end
return RoactRodux.UNSTABLE_connect2(mapStateToProps, mapDispatchToProps)(PlayerDropDown)
|
local metadata =
{
plugin =
{
format = 'jar',
manifest =
{
permissions = {},
usesPermissions = {
-- Permissions needed for Snapshot API and Fence API (from Awareness Library)
"com.google.android.gms.permission.ACTIVITY_RECOGNITION",
"android.permission.ACCESS_FINE_LOCATION",
},
usesFeatures = {},
applicationChildElements =
{
-- Meta-data for base logic layer
[[
<meta-data android:name="usesGooglePlayServicesComponentLocation" android:value="true" />
]],
},
}
},
coronaManifest = {
dependencies = {
["shared.google.play.services.location"] = "com.coronalabs",
},
},
}
return metadata
|
--[[
This is the main file required by love2d to run, it contains love specific functions referencing the rest of the program.
Written by: Andrew Eric Zane
License: MIT license, see LICENSE file in this repo.
--]]
indFuncs = require "IndFuncs"
matrix = require "matrix"
complex = require "complex"
net = require "NeuralNet"
Jason = require "Jason"
Soylent = require "Food"
function love.load()
--This happens on window init
love.window.setMode(5000, 700)
doDraw = true --this determines if things are actually drawn on the screen.
jasonTable = {}
for i=1, 300 do
--print("Creating a jason!")
jasonTable[i] = Jason:new({x=love.math.random(love.graphics.getWidth()-Jason.rightImage:getWidth()*Jason.imgSpec),
y=love.math.random(love.graphics.getHeight()-Jason.rightImage:getWidth()*Jason.imgSpec)})
jasonTable[i].brain:rand_weights()
jasonTable[i].brain:rand_biases()
end
--jasonTable[1].brain:print_net()
foodsTable = {}
for i=1, 600 do
table.insert(foodsTable, Soylent:new({x=love.math.random(love.graphics.getWidth()-Soylent.vegemite:getWidth()*Soylent.imgSpec),
y=love.math.random(love.graphics.getHeight()-Soylent.vegemite:getWidth()*Soylent.imgSpec)}))
end
foodRepRate = .4
foodTimer = 0
speed = 30
foodSpeed = .01
end
function love.keypressed(key)
if key == "return" then
doDraw = (not doDraw)
end
if key == "up" then
speed = speed + 1
print("Env Speed" .. tostring(speed))
elseif key == "down" then
speed = speed - 1
print("Env Speed" .. tostring(speed))
end
if key == "right" then
foodSpeed = foodSpeed + .01
print("Food Speed" .. tostring(foodSpeed))
elseif key == "left" then
foodSpeed = foodSpeed - .01
print("Food Speed" .. tostring(foodSpeed))
end
end
function love.update(dt)
--This happens every frame
foodTimer = foodTimer + (dt*speed)
--print(foodTimer)
if foodTimer > foodRepRate then
table.insert(foodsTable, Soylent:new({x=love.math.random(love.graphics.getWidth()-Soylent.vegemite:getWidth()*Soylent.imgSpec),
y=love.math.random(love.graphics.getHeight()-Soylent.vegemite:getWidth()*Soylent.imgSpec)}))
foodTimer = 0
end
for i=1, #foodsTable do
foodsTable[i]:loiter((foodSpeed*speed))
end
local babies = {}
local deadJasonIndices = {}
for i=1, #jasonTable do
indFuncs.extend_table(babies, unpack(jasonTable[i]:update(foodsTable, speed)))
--check if jason starved
if jasonTable[i].belly <= 0 then
indFuncs.extend_table(deadJasonIndices, i)
end
end
for i=1, #deadJasonIndices do
table.remove(jasonTable, deadJasonIndices[i])
end
indFuncs.extend_table(jasonTable, unpack(babies))
end
function love.draw()
if not doDraw then
return
end
--draw all the foods
for i=1, #foodsTable do
foodsTable[i]:draw()
end
--draw all the jasons
for i=1, #jasonTable do
jasonTable[i]:draw()
end
end
|
-----------------------------------
-- Area: Bhaflau Remnants
-- Mob: Long-Bowed Chariot
-----------------------------------
require("scripts/globals/titles")
-----------------------------------
function onMobDeath(mob, player, isKiller)
player:addTitle(tpz.title.COMET_CHARIOTEER)
end
|
object_building_kashyyyk_decd_wroshyr_tree_small05 = object_building_kashyyyk_shared_decd_wroshyr_tree_small05:new {
}
ObjectTemplates:addTemplate(object_building_kashyyyk_decd_wroshyr_tree_small05, "object/building/kashyyyk/decd_wroshyr_tree_small05.iff")
|
local MP = minetest.get_modpath(minetest.get_current_modname())
-- Load support for intllib.
-- TODO: only use builtin transitor?
local S = minetest.get_translator and minetest.get_translator("mobs_npc")
or dofile(minetest.get_modpath("intllib").."/init.lua")
mobs.intllib = S
-- Helper functions
dofile(MP.."/functions.lua")
-- NPCs
dofile(MP.."/npc.lua") -- NPC by TenPlus1
dofile(MP.."/igor.lua") -- Igor by TenPlus1
dofile(MP.."/trader.lua") -- Trader by TenPlus1, reworked by OgelGames
dofile(MP .. "/farmer.lua") -- Farmer by OgelGames
-- Trader items
dofile(MP.."/trader_items.lua")
-- Support for Lucky Blocks
if minetest.get_modpath("lucky_block") then
lucky_block:add_blocks({
{"spw", "mobs:npc", 1, true, true},
{"spw", "mobs:igor", 1, true, true, 5, "Igor"},
{"spw", "mobs:trader", 1, false, false},
{"lig", "fire:permanent_flame"},
})
end
print("[MOD] Mobs Redo NPCs loaded")
|
local chat = require('chat')
local command = require('command')
local event = require('event')
local math = require('math')
local shared = require('shared')
local server = require('shared.server')
local string = require('string')
local struct = require('struct')
local table = require('table')
query_server = shared.new('query')
local query_result = {}
query_server.env = {}
query_server.env.query_response = function(path, setting)
query_result.path = path
query_result.setting = setting
end
local data = server.new(struct.struct({
get = {data = event.new()},
set = {data = event.new()},
}))
local math_max = math.max
local string_rep = string.rep
local table_sort = table.sort
local flatten
flatten = function(t, prefix)
local values = {}
local count = 0
for key, value in pairs(t) do
if type(value) == 'table' then
local flattened = flatten(value, prefix .. '.' .. key)
for i = 1, #flattened do
local flattened_value = flattened[i]
count = count + 1
values[count] = {path = flattened_value.path, setting = flattened_value.setting}
end
else
count = count + 1
values[count] = {path = prefix .. '.' .. key, setting = value}
end
end
return values
end
local print_setting = function(source, path, setting)
local values = type(setting) == 'table' and flatten(setting, path) or {{path = path, setting = setting}}
table_sort(values, function(v1, v2)
return v1.path < v2.path
end)
if source == 'console' then
local max_length = 0
for i = 1, #values do
max_length = math_max(max_length, #values[i].path)
end
print('Settings:')
for i = 1, #values do
local value = values[i]
print(' ' .. value.path .. string_rep(' ', max_length - #value.path + 2) .. tostring(value.setting))
end
else
chat.add_text('Settings:')
for i = 1, #values do
local value = values[i]
chat.add_text('> ' .. value.path .. ': ' .. tostring(value.setting))
end
end
end
local settings_command = command.new('settings')
local get = function(source, addon, path, id)
data.get:trigger(addon, path, id)
print_setting(source, query_result.path, query_result.setting)
end
local set = function(source, addon, path, value, id)
data.set:trigger(addon, path, value, id)
print_setting(source, query_result.path, query_result.setting)
end
settings_command:register_source('get', get, '<addon:string> <path:string> [id:string]')
settings_command:register_source('set', set, '<addon:string> <path:string> <value:string> [id:string]')
|
AddCSLuaFile()
local DbgPrint = GetLogging("MapScript")
local MAPSCRIPT = {}
MAPSCRIPT.PlayersLocked = false
MAPSCRIPT.DefaultLoadout =
{
Weapons =
{
},
Ammo =
{
},
Armor = 0,
HEV = false,
}
MAPSCRIPT.InputFilters =
{
}
MAPSCRIPT.EntityFilterByClass =
{
--["env_global"] = true,
}
MAPSCRIPT.EntityFilterByName =
{
["changetoc1a0mm"] = true,
}
function MAPSCRIPT:Init()
end
function MAPSCRIPT:PostInit()
if SERVER then
-- Block.
local blockade = ents.Create("func_brush")
blockade:SetPos(Vector(-2120, -594.165466, -200))
blockade:SetModel("*15")
blockade:SetKeyValue("spawnflags", "2")
blockade:SetKeyValue("Solidity", "0")
blockade:SetKeyValue("solidbsp", "0")
blockade:SetKeyValue("StartDisabled", "1")
blockade:Spawn()
blockade:SetName("lambda_pclip1")
local doorTrigger = ents.Create("trigger_once")
doorTrigger:Fire("AddOutput", "OnTrigger lambda_pclip1,Enable,,0,-1")
doorTrigger:Fire("AddOutput", "OnTrigger doors,Toggle,,0,-1")
doorTrigger:SetKeyValue("teamwait", "1")
doorTrigger:SetupTrigger(
Vector(-2405.352295, -588.131409, -252.968750),
Angle(0,0,0),
Vector(-180, -80, 0),
Vector(200, 80, 120)
)
-- Lazy valve, make sure he exists.
local barney = ents.FindFirstByName("barney1")
if not IsValid(barney) then
barney = ents.Create("monster_barney")
barney:SetName("barney1")
barney:SetPos(Vector(-2008.000000, -472.000000, -252.968750))
barney:SetAngles(Angle(0, 320, 0))
barney:SetModel("models/hl1bar.mdl")
barney:Spawn()
end
end
end
function MAPSCRIPT:PostPlayerSpawn(ply)
--DbgPrint("PostPlayerSpawn")
end
return MAPSCRIPT
|
require 'os'
require 'nn'
--require 'cunn'
--require 'cunnx'
require 'optim'
--require 'cudnn'
require 'rnn'
require 'csvigo'
dl = require 'dataload'
dofile("Code/Utils/load_cnn.lua")
dofile("Code/utilsNNbatch.lua")
Tensor = torch.Tensor
LongTensor = torch.LongTensor
ByteTensor = torch.ByteTensor
torch.setnumthreads(torch.getnumthreads())
outputpath = '/home/francisco/GitHub/DQN-Event-Summarization/data/training_ss/'
datafile = "cnn_data_ss.dat"
data = torch.load(outputpath .. datafile)
print("...data loaded")
queries = data[1]
trueSummaries = data[2]
sentences= data[3]
n = 1000
queries = queries[{{1, n}}]
trueSummaries = trueSummaries[{{1, n}}]
tmp = {}
for j=1,#sentences do
tmp[j] = sentences[j][{{1, n}}]
end
sentences = tmp
print(string.format("# of sentences = %i", #sentences))
cmd = torch.CmdLine()
cmd:option('--vocab_size', 20001, 'Number of samples to iterate over')
cmd:option('--lr', 1e-5, 'Learning rate')
cmd:option('--embDim', 50, 'Number of samples to iterate over')
cmd:option('--gamma', 0., 'Weight of future prediction')
cmd:option('--batch_size', 25, 'Batch size')
cmd:option('--memory_multiplier', 0.05, 'Multiplier defining size of memory')
cmd:option('--cuts', 4, 'How long we want to decay search over')
cmd:option('--endexplorerate', 0.8, 'When to end the exploration as a percent of trainings epochs)')
cmd:option('--base_explore_rate', 0.1, 'Base exploration rate after 1/cuts until endexplorerate')
cmd:option('--nepochs', 100, 'Number of epochs')
cmd:option('--epsilon', 1, 'Random sampling rate')
cmd:option('--print', false, 'print performance')
cmd:option('--adapt', false, 'Use adaptive regularization')
cmd:option('--adapt_lambda', 0.25, 'Amount of adaptive regularization')
cmd:option('--usecuda', false, 'cuda option')
cmd:option('--seedval', 420, 'seedvalue')
cmd:text()
local opt = cmd:parse(arg or {}) --- stores the commands in opt.variable (e.g., opt.model)
-- Running the script
train(
queries, sentences, trueSummaries, opt.lr, opt.vocab_size,
opt.embDim, opt.gamma, opt.batch_size, opt.nepochs, opt.epsilon, opt.print,
opt.memory_multiplier, opt.cuts, opt.base_explore_rate, opt.endexplorerate,
opt.adapt, opt.adapt_lambda, opt.usecuda, opt.seedval
)
|
--
-- Created by IntelliJ IDEA.
-- User: Noneatme
-- Date: 21.12.2014
-- Time: 21:49
-- Made for MTA: iLife
--
cWaffentruckTruck = {};
WaffenTrucks = {};
--[[
Kiste: 944
Zaun: 983
1344
]]
-- ///////////////////////////////
-- ///// New //////
-- ///// Returns: Object //////
-- ///////////////////////////////
function cWaffentruckTruck:new(...)
local obj = setmetatable({}, {__index = self});
if obj.constructor then
obj:constructor(...);
end
return obj;
end
-- ///////////////////////////////
-- ///// ApplyObjects //////
-- ///// Returns: void //////
-- ///////////////////////////////
function cWaffentruckTruck:applyObjects()
if(type(self.m_uKisten) ~= "table") then
-- FENCES --
self.m_uFences = {};
self.m_uKisten = {};
self.m_uSigns = {};
self.m_uFences[1] = enew(createObject(self.m_iFenceID, unpack(self.m_tblPosition)), CObject);
self.m_uFences[2] = enew(createObject(self.m_iFenceID, unpack(self.m_tblPosition)), CObject);
-- ATTACH FENCES --
self.m_uFences[1]:attach(self.m_uVehicle, 1.45, -0.85, 0.42);
self.m_uFences[2]:attach(self.m_uVehicle, -1.45, -0.85, 0.42);
-- ATTACH SIGNS --
self.m_uSigns[1] = enew(createObject(self.m_iSignID, unpack(self.m_tblPosition)), CObject);
self.m_uSigns[2] = enew(createObject(self.m_iSignID, unpack(self.m_tblPosition)), CObject);
for _, sign in pairs(self.m_uSigns) do
sign:setScale(self.m_iSignScale);
sign:setCollisionsEnabled(false);
sign:setData("wt:frame", true);
end
self.m_uSigns[1]:attach(self.m_uFences[1], 0, 0, 0, 0, 0, 90);
self.m_uSigns[2]:attach(self.m_uFences[2], 0, 0, 0, 0, 0, -90);
-- CRATES --
local kisten = 1;
local z = 0;
local increment = 1;
-- UNTERE SEITE --
for i = 0, math.floor(self.m_iMAX_KISTEN/2), 1 do
if(kisten < self.m_iMAX_KISTEN) then
if(i ~= 0) and ((((i)*2) % 10) == 0) then
z = z+(1.4*2)
increment = 1;
end
self.m_uKisten[kisten] = enew(createObject(self.m_iKistID, unpack(self.m_tblPosition)), CObject);
self.m_uKisten[kisten]:attach(self.m_uVehicle, -0.02, 3-(increment*1.5), z+0.6);
self.m_uKisten[kisten+1] = enew(createObject(self.m_iKistID, unpack(self.m_tblPosition)), CObject);
self.m_uKisten[kisten+1]:attach(self.m_uVehicle, -0.02, 3-(increment*1.5), z+2);
setElementData(self.m_uKisten[kisten], "wt:kiste", true);
setElementData(self.m_uKisten[kisten+1], "wt:kiste", true);
setElementData(self.m_uKisten[kisten], "wt:warenwert", self.m_iWarenWert);
setElementData(self.m_uKisten[kisten+1], "wt:warenwert", self.m_iWarenWert);
setElementData(self.m_uKisten[kisten], "wt:waffentruck", self.m_uVehicle);
setElementData(self.m_uKisten[kisten+1], "wt:waffentruck", self.m_uVehicle);
increment = increment+1;
kisten = kisten+2;
end
end
-- OBERE SEITE --
--[[
for i = 1, 5, 1 do
if(kisten < self.m_iMAX_KISTEN) then
self.m_uKisten[5+i] = createObject(self.m_iKistID, unpack(self.m_tblPosition));
self.m_uKisten[5+i]:attach(self.m_uVehicle, -0.02, 3-(i*1.5), 2);
kisten = kisten+1;
end
end]]
-- Ungerade Zahl?
if(self.m_iMAX_KISTEN % 2 ~= 0) then
if(kisten % 10 == 1) and (kisten > 10) then
z = z+(1.4*2)
increment = 1;
end
self.m_uKisten[kisten] = enew(createObject(self.m_iKistID, unpack(self.m_tblPosition)), CObject);
self.m_uKisten[kisten]:attach(self.m_uVehicle, -0.02, 3-(increment*1.5), z+0.6);
end
for _, kiste in pairs(self.m_uKisten) do
kiste:setDoubleSided(true);
end
end
end
-- ///////////////////////////////
-- ///// createDummyBomb //////
-- ///// Returns: void //////
-- ///////////////////////////////
function cWaffentruckTruck:createDummyBomb(i)
local vX, vY, vZ = self.m_uVehicle:getVelocity();
local pos = self.m_uKisten[i]:getPosition(true);
local rot = self.m_uKisten[i]:getRotation(true);
self.m_uDummyObjects[i] = enew(createObject(1344, pos:getX(), pos:getY(), pos:getZ(), rot:getX(), rot:getY(), rot:getZ()), CObject);
local dummy_object = self.m_uDummyObjects[i];
dummy_object:setScale(0);
dummy_object:setFrozen(false);
dummy_object:setData("wt:muelltonne", true);
dummy_object:setData("wt:uVehicle", self.m_uVehicle);
dummy_object:setData("wt:i", i);
local right_object = enew(createObject(self.m_iKistID, pos:getX(), pos:getY(), pos:getZ()), CObject);
right_object:setDoubleSided(true);
right_object:attach(dummy_object);
right_object:setCollisionsEnabled(false);
--[[ local vehicle = createVehicle(594, pos:getX(), pos:getY(), pos:getZ()+1, rot:getX(), rot:getY(), rot:getZ())
vehicle:setAlpha(0);
vehicle:setVelocity(vX, vY, vZ-0.5)
vehicle:setHandling("mass", 10000)
setTimer(destroyElement, 100, 1, vehicle);
]]
dummy_object:setVelocity(vX, vY, vZ)
-- COLSHAPE --
triggerClientEvent(getRootElement(), "onClientWaffentruckKisteDrop", dummy_object, self.m_uVehicle, i);
--[[
self.m_uColShapes[i] = createColSphere(pos:getX(), pos:getY(), pos:getZ(), 5);
self.m_uColShapes[i]:setData("wt:i", i);
self.m_uColShapes[i]:attach(dummy_object);
addEventHandler("onColShapeHit", self.m_uColShapes[i], self.m_funcKistenPickup);
]]
addEventHandler("onWaffentruckKistePickup", dummy_object, self.m_funcKistenPickup);
-- TIMER --
self.m_uKistenTimer[i] = setTimer(self.m_funcDeleteDummyObject, self.m_iKistenTimeout, 1, dummy_object, true)
end
-- ///////////////////////////////
-- ///// kistePickupByPlayer//////
-- ///// Returns: void //////
-- ///////////////////////////////
function cWaffentruckTruck:event_kistePickupByPlayer(uElement, iID)
if(uElement) and (uElement:getType() == "player") then
local uKiste = self.m_uDummyObjects[iID];
if(uKiste) and (uKiste:getData("wt:muelltonne")) then
if(uElement.getFaction) and (uElement:getFaction():getType() == 1) then -- PD
local i = tonumber(uKiste:getData("wt:i"));
if(self.m_uKistenTimer[i]) then
killTimer(self.m_uKistenTimer[i]);
end
self.m_funcDeleteDummyObject(self.m_uDummyObjects[i], false);
self.m_funcDeleteDummyObject(self.m_uDummyObjects[i], false);
local dollar = self.m_KISTEN_CASH;
uElement:addMoney(dollar);
uElement:getFaction():sendMessage(uElement:getName().." hat eine Waffentruckkiste aufgesammelt und erhaelt $"..dollar.."!", 0, 200, 0);
end
end
end
end
-- ///////////////////////////////
-- ///// removeCrates //////
-- ///// Returns: void //////
-- ///////////////////////////////
function cWaffentruckTruck:removeCrates(iAmmount, dummy, destroyOnEmpty)
for i = self.m_iCurrentCrates, self.m_iCurrentCrates-iAmmount+1, -1 do
if(i >= 1) then
if(dummy ~= true) then
self:createDummyBomb(i);
end
if(self.m_uKisten[i]) then
self.m_uKisten[i]:destroy();
self.m_uKisten[i] = nil;
self.m_iCounterCrates = self.m_iCounterCrates-1;
if(destroyOnEmpty) then
if(self.m_iCounterCrates == 0) then
Factions[self.m_iFactionID]:sendMessage("Ein Waffentruck wurde erfolgreich abgeladen.", 0, 0, 255);
setTimer(function()
self:destructor();
end, 60000, 1)
end
end
end
end
end
end
-- ///////////////////////////////
-- ///// TuneCar //////
-- ///// Returns: void //////
-- ///////////////////////////////
function cWaffentruckTruck:tuneCar()
self.m_uVehicle:setColor(0, 0, 0, 0, 0, 0);
self.m_uVehicle:setHealth(self.m_iBASE_VEHICLE_HP);
--[[ OLD
self.m_uVehicle:removeSirens()
self.m_uVehicle:addSirens(1, 2, true, true, true, true)
self.m_uVehicle:setSirens(1, -0.7, 3.9, 1.4, 255, 0, 0, 255, 132.6)
self.m_uVehicle:setSirensOn(true);
--]]
self.m_uVehicle:removeSirens();
self.m_uVehicle:addSirens(5, 5, true, false, true, true);
self.m_uVehicle:setSirens(1, -0.7, 3.9, 1.4, 255, 0, 0, 200, 255);
self.m_uVehicle:setSirens(2, 1.4, 2.3, -0.3, 0, 255, 0, 200, 255);
self.m_uVehicle:setSirens(3, -1.4, 2.3, -0.3, 0, 255, 0, 200, 255);
self.m_uVehicle:setSirens(4, -1.4, -5.6, -0.3, 0, 255, 0, 200, 255);
self.m_uVehicle:setSirens(5, 1.4, -5.6, -0.3, 0, 255, 0, 200, 255);
self.m_uVehicle:setSirensOn(true);
-- HANDLING --
local hdl = getModelHandling(getVehicleModelFromName("Flatbed"))
-- self.m_uVehicle:setHandling("collisionDamageMultiplier", -20.0);
for index, val in pairs(hdl) do
self.m_uVehicle:setHandling(index, val);
end
end
-- ///////////////////////////////
-- ///// recheckCrrates //////
-- ///// Returns: void //////
-- ///////////////////////////////
-- 10 = 2100
-- 1 = ?
function cWaffentruckTruck:recheckCrates(hp)
if not(hp) then
hp = self.m_uVehicle:getHealth();
end
local cratesAvailable = math.floor((hp) / (self.m_iBASE_CRATES_HP / self.m_iMAX_KISTEN));
if(cratesAvailable < self.m_iCurrentCrates) then
local cratesLost = self.m_iCurrentCrates-cratesAvailable;
self:removeCrates(cratesLost);
self.m_iCurrentCrates = self.m_iCurrentCrates-cratesLost;
end
end
-- ///////////////////////////////
-- ///// event_vehicleDamage//////
-- ///// Returns: void //////
-- ///////////////////////////////
function cWaffentruckTruck:event_vehicleDamage(dmg)
-- Make Ressistent
self.m_uVehicle:setHealth(self.m_uVehicle:getHealth()+dmg/5);
self:recheckCrates();
end
-- ///////////////////////////////
-- ///// ExplodeVehicle //////
-- ///// Returns: void //////
-- ///////////////////////////////
function cWaffentruckTruck:event_explodeVehicle()
self:recheckCrates(0);
setTimer(self.func_destructor, self.m_iKistenTimeout, 1);
Factions[self.m_iFactionID]:sendMessage("Ein Waffentruck ist Explodiert.", 0, 0, 255);
end
-- ///////////////////////////////
-- ///// ExitVehicle //////
-- ///// Returns: void //////
-- ///////////////////////////////
function cWaffentruckTruck:event_exitVehicle(uPlayer)
local uVehicle = self.m_uVehicle;
local pos = uVehicle:getPosition(true);
local rot = uVehicle:getRotation(true);
local newx, newy = self:getPointFromDistanceRotation(pos:getX(), pos:getY(), 5, rot:getZ()*-1);
local newz = pos:getZ();
uPlayer:setPosition(Vector3(newx, newy, newz));
end
-- ///////////////////////////////
-- ///// Destructor //////
-- ///// Returns: void //////
-- ///////////////////////////////
function cWaffentruckTruck:destructor()
self:removeCrates(self.m_iMAX_KISTEN, true);
for i = 1, self.m_iMAX_FENCES, 1 do
if( self.m_uFences[i]) and ( self.m_uFences[i].destroy) then
self.m_uFences[i]:destroy();
self.m_uSigns[i]:destroy();
end
end
if(self.m_uVehicle.destroy) then
self.m_uVehicle:destroy();
else
destroyElement(self.m_uVehicle);
end
for id, ob in pairs(self.m_uDummyObjects) do
if(ob) then
self.m_uDummyObjects[id] = nil;
if(isElement(ob)) then
for _, object in pairs(ob:getAttachedElements()) do
if(object) then
object:destroy();
end
end
ob:destroy();
end
end
end
if(isTimer(self.destructTimer)) then
killTimer(self.destructTimer)
end
end
function cWaffentruckTruck:getPointFromDistanceRotation(x, y, dist, angle)
local a = math.rad(90 - angle);
local dx = math.cos(a) * dist;
local dy = math.sin(a) * dist;
return x+dx, y+dy;
end
-- ///////////////////////////////
-- ///// Constructor //////
-- ///// Returns: void //////
-- ///////////////////////////////
function cWaffentruckTruck:constructor(iFactionID, iX, iY, iZ, iRX, iRY, iRZ, iKisten, iWare, iPlayerID, m_KISTEN_CASH, iStartpunkt)
-- Klassenvariablen --
self.m_iFactionID = (iFactionID or 0);
self.m_tblPosition = {iX, iY, iZ};
self.m_tblRotation = {(iRX or 0), (iRY or 0), (iRZ or 0)};
self.m_iPlayerID = iPlayerID;
self.m_uVehicle = enew(createVehicle(578, iX, iY, iZ, iRX, iRY, iRZ), CBasicVehicle);
self.m_uVehicle:setData("wt:wt", true);
self.m_uVehicle:setData("wt:faction", self.m_iFactionID);
self.m_uVehicle:setData("wt:startpunkt", iStartpunkt)
self.m_uKisten = false;
self.m_uFences = false;
self.m_uSigns = false;
self.m_iFenceID = 983;
self.m_iKistID = 944;
self.m_iSignID = 8330;
self.m_iWarenWert = (iWare or 0);
self.m_iSignScale = 0.2;
self.m_iMAX_FENCES = 2;
self.m_iMAX_KISTEN = iKisten;
self.m_iBASE_VEHICLE_HP = 2000;
self.m_iBASE_CRATES_HP = 2000;
self.m_iCurrentCrates = self.m_iMAX_KISTEN;
self.m_iCounterCrates = self.m_iMAX_KISTEN;
self.m_iCurrentDamage = 0;
self.m_iResistentDamage = 100;
self.m_uColShapes = {};
self.m_uKistenTimer = {};
self.m_uDummyObjects = {};
self.m_iKistenTimeout = 60000; -- 1 Minute
self.m_KISTEN_CASH = m_KISTEN_CASH;
-- Funktionen --
self:tuneCar();
self:applyObjects();
self.m_funcVehicleDamage = function(...) self:event_vehicleDamage(...) end
self.m_funcDeleteDummyObject = function(uObject, expl)
if(uObject) and (isElement(uObject)) then
for i, object in pairs(uObject:getAttachedElements()) do
if(object) then
object:destroy();
end
end
local pos = uObject:getPosition(true);
if(expl) then createExplosion(pos:getX(), pos:getY(), pos:getZ(), 5) end
uObject:destroy()
end
end;
self.m_funcKistenPickup = function(...) self:event_kistePickupByPlayer(client, ...) end
self.m_funcExplodeVehicle = function(...) self:event_explodeVehicle(source, ...) end
self.func_destructor = function(...) self:destructor(...) end;
self.m_funcExitVehicle = function(...) self:event_exitVehicle(...) end;
-- Events --
addEvent("onWaffentruckKistePickup", true);
addEventHandler("onVehicleDamage", self.m_uVehicle, self.m_funcVehicleDamage);
addEventHandler("onVehicleExplode", self.m_uVehicle, self.m_funcExplodeVehicle);
addEventHandler("onVehicleExit", self.m_uVehicle, self.m_funcExitVehicle);
self.destructTimer = setTimer(self.destructor, 60*60*1000, 1) -- 1 Stunde
WaffenTrucks[self.m_uVehicle] = self;
end
-- EVENT HANDLER --
|
function update(elapsed)
if distractions == 0 then return end
local currentBeat = (songPos / 1000)*(bpm/60)
if difficulty == 2 then
if currentBeat >= 0 and currentBeat <=68 then
for i=0,7 do
setActorX(_G['defaultStrum'..i..'X'] + 32 * math.sin((currentBeat + i*0.25) * math.pi), i)
end
end
if currentBeat >= 78 then
for i=0,7 do
setActorX(_G['defaultStrum'..i..'X'] + 32 * math.sin((currentBeat + i*0.25) * math.pi), i)
setActorY(_G['defaultStrum'..i..'Y'] + 128 * math.sin((currentBeat + i*0.25) * math.pi), i)
end
end
end
if difficulty == 1 then
if currentBeat >= 0 and currentBeat <=68 then
for i=0,7 do
setActorX(_G['defaultStrum'..i..'X'] + 32 * math.sin((currentBeat + i*0.25) * math.pi), i)
end
end
if currentBeat >= 78 then
for i=0,7 do
setActorX(_G['defaultStrum'..i..'X'] + 32 * math.sin((currentBeat + i*0.25) * math.pi), i)
setActorY(_G['defaultStrum'..i..'Y'] + 64 * math.sin((currentBeat + i*0.25) * math.pi), i)
end
end
end
if difficulty == 0 then
if currentBeat >= 0 and currentBeat <=68 then
for i=0,7 do
setActorX(_G['defaultStrum'..i..'X'] + 32 * math.sin((currentBeat + i*0.25) * math.pi), i)
end
end
if currentBeat >= 78 then
for i=0,7 do
setActorX(_G['defaultStrum'..i..'X'] + 32 * math.sin((currentBeat + i*0.25) * math.pi), i)
setActorY(_G['defaultStrum'..i..'Y'] + 32 * math.sin((currentBeat + i*0.25) * math.pi), i)
end
end
end
end
|
local playsession = {
{"Piewdennis", {4818}},
{"Trashbull", {1530563}},
{"liqwid", {1414528}},
{"dr_root", {2219098}},
{"22xgaming", {1919}},
{"ratboyboxshall", {21086}},
{"belbo", {2009160}},
{"JB_Delta", {1281354}},
{"Mahno", {655333}},
{"EddieDemon", {808914}},
{"LittleX", {83061}},
{"bigot", {189010}},
{"luk4kasz", {479003}},
{"orekrem", {1499508}},
{"PrimeDko", {70202}},
{"Flashbacks", {775783}},
{"Nikkichu", {4799}},
{"happyjumper5", {584397}},
{"Partytime79", {1652}},
{"knightfrodo", {44246}},
{"tykak", {923273}},
{"TheKid0z", {18690}},
{"anghelnicky", {8954}},
{"realDonaldTrump", {9536}},
{"Hurrock", {1210471}},
{"Jackolanturn0", {30300}},
{"elvelazquez", {1189}},
{"Aerick", {613587}},
{"hasannuh", {555917}},
{"suotiikeri", {14965}},
{"Bugbei", {21883}},
{"Guitoune", {7124}},
{"BreadBomb", {676690}},
{"shlak", {922}},
{"lgor007", {14601}},
{"EPO666", {1186101}},
{"SilentShInI", {4753}},
{"FlipGalaxy", {4539}},
{"codog2", {744571}},
{"omgrun", {29368}},
{"Miteone", {210968}},
{"iceskaarj", {341360}},
{"scotty2586", {11930}},
{"mitja", {28937}},
{"Discotek", {1326}},
{"wilm", {24961}}
}
return playsession
|
--[[
Variables
]]
local vehiclesGarage = {}
local nearGarage = {
["garage"] = "",
["space"] = 0,
["coords"] = nil,
}
local Garages = {}
--[[
Functions
]]
function IsOnParkingSpot(pEntity, pCheck, pRadius)
local entityCoords = GetEntityCoords(pEntity)
local _distance = 300
local garage = nil
for k, v in pairs(Garages) do
local distance = #(entityCoords - v["pos"]["xyz"])
if distance < _distance then
if distance < v["distance"] then
_distance = distance
garage = k
end
end
end
if not garage then
return false
end
local radius = 2.0
if pRadius then
radius = pRadius
end
local space = nil
local nearest = 999.99
for i, v in ipairs(Garages[garage]["spaces"]) do
local distance = #(entityCoords - v["xyz"])
if distance < radius and distance < nearest then
if pCheck and not IsAnyVehicleNearPoint(v["x"], v["y"], v["z"], radius) then
space = i
nearest = distance
else
space = i
nearest = distance
end
end
end
if not space then
return false
end
nearGarage = {
["garage"] = garage,
["space"] = space,
["coords"] = Garages[garage]["spaces"][space],
}
return true
end
--[[
Exports
]]
exports("IsOnParkingSpot", IsOnParkingSpot)
--[[
Events
]]
AddEventHandler("caue-vehicles:garage", function(params)
local job = exports["caue-base"]:getChar("job")
local garage = Garages[nearGarage["garage"]]
if garage["jobGarage"] and garage["type"] ~= job then
TriggerEvent("DoLongHudText", "You can't use this garage", 2)
return
end
if garage["houseid"] and not exports["caue-housing"]:hasKey(garage["houseid"]) then
TriggerEvent("DoLongHudText", "You can't use this garage", 2)
return
end
local vehiclesGarage = RPC.execute("caue-vehicles:getGarage", nearGarage["garage"])
local data = {
{
title = "Garagem " .. nearGarage["garage"],
}
}
for i, v in ipairs(vehiclesGarage) do
table.insert(data,{
title = GetLabelText(GetDisplayNameFromVehicleModel(v["model"])),
description = "Plate: " .. v["plate"],
children = {
{ title = "Take Out Vehicle", action = "caue-vehicles:retriveVehicle", params = v["id"] },
{ title = "Vehicle Status", description = "Engine: " .. v["engine_damage"] / 10 .. "% | Body: " .. v["body_damage"] / 10 .. "% | Fuel: " .. v["fuel"] .. "%"},
},
})
end
exports["caue-context"]:showContext(data)
end)
AddEventHandler("caue-vehicles:retriveVehicle", function(vehID)
local vehicle = RPC.execute("caue-vehicles:getVehicle", vehID)
if vehicle then
if not nearGarage["coords"] then return end
TriggerEvent("caue-vehicles:spawnVehicle", vehicle.model, nearGarage["coords"], vehicle.id, vehicle.plate, vehicle.fuel, vehicle.modifications, vehicle.fakePlate, vehicle.harness, vehicle.body_damage, vehicle.engine_damage)
RPC.execute("caue-vehicles:updateVehicle", vehicle.id, "garage", "state", "Out")
end
end)
AddEventHandler("caue-vehicles:storeVehicle", function(params, vehicle)
local vid = GetVehicleIdentifier(vehicle)
if not vid then return end
local garage = nearGarage["garage"]
if garage == "" then return end
local canStore = RPC.execute("caue-vehicles:canStoreVehicle", garage, vid)
if not canStore then return end
local garageData = Garages[nearGarage["garage"]]
if garageData["houseid"] then
if exports["caue-housing"]:hasKey(garageData["houseid"]) then
local cid = exports["caue-base"]:getChar("id")
local owner = RPC.execute("caue-vehicles:selectVehicle", vid, "vehicles", "cid")
if owner ~= cid then
TriggerEvent("DoLongHudText", "You cant't use this garage", 2)
return
end
else
TriggerEvent("DoLongHudText", "You can't use this garage", 2)
return
end
end
local store1 = RPC.execute("caue-vehicles:updateVehicle", vid, "garage", "garage", garage)
if store1 then
local store2 = RPC.execute("caue-vehicles:updateVehicle", vid, "garage", "state", "In")
if store2 then
Sync.DeleteVehicle(vehicle)
Sync.DeleteEntity(vehicle)
end
end
end)
RegisterNetEvent("caue-vehicles:setGarage")
AddEventHandler("caue-vehicles:setGarage", function(pGarage, pVar, pValue, pEdit)
if pEdit then
Garages[pGarage][pVar] = pValue
else
Garages[pGarage] = pVar
end
end)
--[[
Threads
]]
Citizen.CreateThread(function()
Citizen.Wait(2000)
Garages = RPC.execute("caue-vehicles:requestGarages")
end)
|
-- Petit script pour faire office de crontab pour les mesures
print("\n 0_cron.lua zf201003.1044 \n")
cron1=tmr.create()
cron1:alarm(180*1000, tmr.ALARM_AUTO, function()
-- if verbose then print("cron1........................") end
-- if verbose then gpio.write(zLED, gpio.LOW) tmr.delay(10000) gpio.write(zLED, gpio.HIGH) end
-- rt_launch()
-- http_post(influxdb_url,"energy,value=test1_"..yellow_id.." val=1")
-- http_post(influxdb_url,"energy,memory=cron1_"..yellow_id.." ram="..node.heap())
-- if yellow_id == 60 then http_post(influxdb_url,"energy,compteur=3 puissance="..zpower/1000) end
-- if yellow_id == 64 then http_post(influxdb_url,"energy,compteur=4 puissance="..zpower/1000) end
if yellow_id == 69 then
local zmes="bolo_ruru,capteur="..node_id.." level="..zlevel
zmes=zmes.."\n".."bolo_ruru,capteur="..node_id.." hauteur="..zlength
http_post(influxdb_url,zmes)
end
-- http_post(influxdb_url,"energy,value=test2_"..yellow_id.." val=2")
-- http_post(influxdb_url,"energy,value=test3_"..yellow_id.." val=3")
-- http_post(influxdb_url,"energy,value=test4_"..yellow_id.." val=4")
-- f = "0_zdyndns.lua" if file.exists(f) then dofile(f) end
-- f=nil
-- if verbose then print("End cron:") end
collectgarbage()
-- if verbose then print(node.heap()) end
end)
--[[
cron1:stop()
cron1:start()
]]
|
--[[
Copyright (C) 2016 Nick Guletskii
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 selftriction, 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, EXPselfS 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.
A translation of gl.h.
/*
** Copyright (c) 2013-2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are 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 Materials.
**
** THE MATERIALS ARE 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
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
]]
local ffi = require("ffi")
--[[
* Constants
]]
--[[ Boolean values ]]
GL_FALSE = 0
GL_TRUE = 1
--[[ Data types ]]
GL_BYTE = 0x1400
GL_UNSIGNED_BYTE = 0x1401
GL_SHORT = 0x1402
GL_UNSIGNED_SHORT = 0x1403
GL_INT = 0x1404
GL_UNSIGNED_INT = 0x1405
GL_FLOAT = 0x1406
GL_2_BYTES = 0x1407
GL_3_BYTES = 0x1408
GL_4_BYTES = 0x1409
GL_DOUBLE = 0x140A
--[[ Primitives ]]
GL_POINTS = 0x0000
GL_LINES = 0x0001
GL_LINE_LOOP = 0x0002
GL_LINE_STRIP = 0x0003
GL_TRIANGLES = 0x0004
GL_TRIANGLE_STRIP = 0x0005
GL_TRIANGLE_FAN = 0x0006
GL_QUADS = 0x0007
GL_QUAD_STRIP = 0x0008
GL_POLYGON = 0x0009
--[[ Vertex Arrays ]]
GL_VERTEX_ARRAY = 0x8074
GL_NORMAL_ARRAY = 0x8075
GL_COLOR_ARRAY = 0x8076
GL_INDEX_ARRAY = 0x8077
GL_TEXTURE_COORD_ARRAY = 0x8078
GL_EDGE_FLAG_ARRAY = 0x8079
GL_VERTEX_ARRAY_SIZE = 0x807A
GL_VERTEX_ARRAY_TYPE = 0x807B
GL_VERTEX_ARRAY_STRIDE = 0x807C
GL_NORMAL_ARRAY_TYPE = 0x807E
GL_NORMAL_ARRAY_STRIDE = 0x807F
GL_COLOR_ARRAY_SIZE = 0x8081
GL_COLOR_ARRAY_TYPE = 0x8082
GL_COLOR_ARRAY_STRIDE = 0x8083
GL_INDEX_ARRAY_TYPE = 0x8085
GL_INDEX_ARRAY_STRIDE = 0x8086
GL_TEXTURE_COORD_ARRAY_SIZE = 0x8088
GL_TEXTURE_COORD_ARRAY_TYPE = 0x8089
GL_TEXTURE_COORD_ARRAY_STRIDE = 0x808A
GL_EDGE_FLAG_ARRAY_STRIDE = 0x808C
GL_VERTEX_ARRAY_POINTER = 0x808E
GL_NORMAL_ARRAY_POINTER = 0x808F
GL_COLOR_ARRAY_POINTER = 0x8090
GL_INDEX_ARRAY_POINTER = 0x8091
GL_TEXTURE_COORD_ARRAY_POINTER = 0x8092
GL_EDGE_FLAG_ARRAY_POINTER = 0x8093
GL_V2F = 0x2A20
GL_V3F = 0x2A21
GL_C4UB_V2F = 0x2A22
GL_C4UB_V3F = 0x2A23
GL_C3F_V3F = 0x2A24
GL_N3F_V3F = 0x2A25
GL_C4F_N3F_V3F = 0x2A26
GL_T2F_V3F = 0x2A27
GL_T4F_V4F = 0x2A28
GL_T2F_C4UB_V3F = 0x2A29
GL_T2F_C3F_V3F = 0x2A2A
GL_T2F_N3F_V3F = 0x2A2B
GL_T2F_C4F_N3F_V3F = 0x2A2C
GL_T4F_C4F_N3F_V4F = 0x2A2D
--[[ Matrix Mode ]]
GL_MATRIX_MODE = 0x0BA0
GL_MODELVIEW = 0x1700
GL_PROJECTION = 0x1701
GL_TEXTURE = 0x1702
--[[ Points ]]
GL_POINT_SMOOTH = 0x0B10
GL_POINT_SIZE = 0x0B11
GL_POINT_SIZE_GRANULARITY = 0x0B13
GL_POINT_SIZE_RANGE = 0x0B12
--[[ Lines ]]
GL_LINE_SMOOTH = 0x0B20
GL_LINE_STIPPLE = 0x0B24
GL_LINE_STIPPLE_PATTERN = 0x0B25
GL_LINE_STIPPLE_REPEAT = 0x0B26
GL_LINE_WIDTH = 0x0B21
GL_LINE_WIDTH_GRANULARITY = 0x0B23
GL_LINE_WIDTH_RANGE = 0x0B22
--[[ Polygons ]]
GL_POINT = 0x1B00
GL_LINE = 0x1B01
GL_FILL = 0x1B02
GL_CW = 0x0900
GL_CCW = 0x0901
GL_FRONT = 0x0404
GL_BACK = 0x0405
GL_POLYGON_MODE = 0x0B40
GL_POLYGON_SMOOTH = 0x0B41
GL_POLYGON_STIPPLE = 0x0B42
GL_EDGE_FLAG = 0x0B43
GL_CULL_FACE = 0x0B44
GL_CULL_FACE_MODE = 0x0B45
GL_FRONT_FACE = 0x0B46
GL_POLYGON_OFFSET_FACTOR = 0x8038
GL_POLYGON_OFFSET_UNITS = 0x2A00
GL_POLYGON_OFFSET_POINT = 0x2A01
GL_POLYGON_OFFSET_LINE = 0x2A02
GL_POLYGON_OFFSET_FILL = 0x8037
--[[ Display Lists ]]
GL_COMPILE = 0x1300
GL_COMPILE_AND_EXECUTE = 0x1301
GL_LIST_BASE = 0x0B32
GL_LIST_INDEX = 0x0B33
GL_LIST_MODE = 0x0B30
--[[ Depth buffer ]]
GL_NEVER = 0x0200
GL_LESS = 0x0201
GL_EQUAL = 0x0202
GL_LEQUAL = 0x0203
GL_GREATER = 0x0204
GL_NOTEQUAL = 0x0205
GL_GEQUAL = 0x0206
GL_ALWAYS = 0x0207
GL_DEPTH_TEST = 0x0B71
GL_DEPTH_BITS = 0x0D56
GL_DEPTH_CLEAR_VALUE = 0x0B73
GL_DEPTH_FUNC = 0x0B74
GL_DEPTH_RANGE = 0x0B70
GL_DEPTH_WRITEMASK = 0x0B72
GL_DEPTH_COMPONENT = 0x1902
--[[ Lighting ]]
GL_LIGHTING = 0x0B50
GL_LIGHT0 = 0x4000
GL_LIGHT1 = 0x4001
GL_LIGHT2 = 0x4002
GL_LIGHT3 = 0x4003
GL_LIGHT4 = 0x4004
GL_LIGHT5 = 0x4005
GL_LIGHT6 = 0x4006
GL_LIGHT7 = 0x4007
GL_SPOT_EXPONENT = 0x1205
GL_SPOT_CUTOFF = 0x1206
GL_CONSTANT_ATTENUATION = 0x1207
GL_LINEAR_ATTENUATION = 0x1208
GL_QUADRATIC_ATTENUATION = 0x1209
GL_AMBIENT = 0x1200
GL_DIFFUSE = 0x1201
GL_SPECULAR = 0x1202
GL_SHININESS = 0x1601
GL_EMISSION = 0x1600
GL_POSITION = 0x1203
GL_SPOT_DIRECTION = 0x1204
GL_AMBIENT_AND_DIFFUSE = 0x1602
GL_COLOR_INDEXES = 0x1603
GL_LIGHT_MODEL_TWO_SIDE = 0x0B52
GL_LIGHT_MODEL_LOCAL_VIEWER = 0x0B51
GL_LIGHT_MODEL_AMBIENT = 0x0B53
GL_FRONT_AND_BACK = 0x0408
GL_SHADE_MODEL = 0x0B54
GL_FLAT = 0x1D00
GL_SMOOTH = 0x1D01
GL_COLOR_MATERIAL = 0x0B57
GL_COLOR_MATERIAL_FACE = 0x0B55
GL_COLOR_MATERIAL_PARAMETER = 0x0B56
GL_NORMALIZE = 0x0BA1
--[[ User clipping planes ]]
GL_CLIP_PLANE0 = 0x3000
GL_CLIP_PLANE1 = 0x3001
GL_CLIP_PLANE2 = 0x3002
GL_CLIP_PLANE3 = 0x3003
GL_CLIP_PLANE4 = 0x3004
GL_CLIP_PLANE5 = 0x3005
--[[ Accumulation buffer ]]
GL_ACCUM_RED_BITS = 0x0D58
GL_ACCUM_GREEN_BITS = 0x0D59
GL_ACCUM_BLUE_BITS = 0x0D5A
GL_ACCUM_ALPHA_BITS = 0x0D5B
GL_ACCUM_CLEAR_VALUE = 0x0B80
GL_ACCUM = 0x0100
GL_ADD = 0x0104
GL_LOAD = 0x0101
GL_MULT = 0x0103
GL_RETURN = 0x0102
--[[ Alpha testing ]]
GL_ALPHA_TEST = 0x0BC0
GL_ALPHA_TEST_REF = 0x0BC2
GL_ALPHA_TEST_FUNC = 0x0BC1
--[[ Blending ]]
GL_BLEND = 0x0BE2
GL_BLEND_SRC = 0x0BE1
GL_BLEND_DST = 0x0BE0
GL_ZERO = 0
GL_ONE = 1
GL_SRC_COLOR = 0x0300
GL_ONE_MINUS_SRC_COLOR = 0x0301
GL_SRC_ALPHA = 0x0302
GL_ONE_MINUS_SRC_ALPHA = 0x0303
GL_DST_ALPHA = 0x0304
GL_ONE_MINUS_DST_ALPHA = 0x0305
GL_DST_COLOR = 0x0306
GL_ONE_MINUS_DST_COLOR = 0x0307
GL_SRC_ALPHA_SATURATE = 0x0308
--[[ Render Mode ]]
GL_FEEDBACK = 0x1C01
GL_RENDER = 0x1C00
GL_SELECT = 0x1C02
--[[ Feedback ]]
GL_2D = 0x0600
GL_3D = 0x0601
GL_3D_COLOR = 0x0602
GL_3D_COLOR_TEXTURE = 0x0603
GL_4D_COLOR_TEXTURE = 0x0604
GL_POINT_TOKEN = 0x0701
GL_LINE_TOKEN = 0x0702
GL_LINE_RESET_TOKEN = 0x0707
GL_POLYGON_TOKEN = 0x0703
GL_BITMAP_TOKEN = 0x0704
GL_DRAW_PIXEL_TOKEN = 0x0705
GL_COPY_PIXEL_TOKEN = 0x0706
GL_PASS_THROUGH_TOKEN = 0x0700
GL_FEEDBACK_BUFFER_POINTER = 0x0DF0
GL_FEEDBACK_BUFFER_SIZE = 0x0DF1
GL_FEEDBACK_BUFFER_TYPE = 0x0DF2
--[[ Selection ]]
GL_SELECTION_BUFFER_POINTER = 0x0DF3
GL_SELECTION_BUFFER_SIZE = 0x0DF4
--[[ Fog ]]
GL_FOG = 0x0B60
GL_FOG_MODE = 0x0B65
GL_FOG_DENSITY = 0x0B62
GL_FOG_COLOR = 0x0B66
GL_FOG_INDEX = 0x0B61
GL_FOG_START = 0x0B63
GL_FOG_END = 0x0B64
GL_LINEAR = 0x2601
GL_EXP = 0x0800
GL_EXP2 = 0x0801
--[[ Logic Ops ]]
GL_LOGIC_OP = 0x0BF1
GL_INDEX_LOGIC_OP = 0x0BF1
GL_COLOR_LOGIC_OP = 0x0BF2
GL_LOGIC_OP_MODE = 0x0BF0
GL_CLEAR = 0x1500
GL_SET = 0x150F
GL_COPY = 0x1503
GL_COPY_INVERTED = 0x150C
GL_NOOP = 0x1505
GL_INVERT = 0x150A
GL_AND = 0x1501
GL_NAND = 0x150E
GL_OR = 0x1507
GL_NOR = 0x1508
GL_XOR = 0x1506
GL_EQUIV = 0x1509
GL_AND_REVERSE = 0x1502
GL_AND_INVERTED = 0x1504
GL_OR_REVERSE = 0x150B
GL_OR_INVERTED = 0x150D
--[[ Stencil ]]
GL_STENCIL_BITS = 0x0D57
GL_STENCIL_TEST = 0x0B90
GL_STENCIL_CLEAR_VALUE = 0x0B91
GL_STENCIL_FUNC = 0x0B92
GL_STENCIL_VALUE_MASK = 0x0B93
GL_STENCIL_FAIL = 0x0B94
GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95
GL_STENCIL_PASS_DEPTH_PASS = 0x0B96
GL_STENCIL_REF = 0x0B97
GL_STENCIL_WRITEMASK = 0x0B98
GL_STENCIL_INDEX = 0x1901
GL_KEEP = 0x1E00
GL_REPLACE = 0x1E01
GL_INCR = 0x1E02
GL_DECR = 0x1E03
--[[ Buffers, Pixel Drawing/Reading ]]
GL_NONE = 0
GL_LEFT = 0x0406
GL_RIGHT = 0x0407
--[[GL_FRONT 0x0404 ]]
--[[GL_BACK 0x0405 ]]
--[[GL_FRONT_AND_BACK 0x0408 ]]
GL_FRONT_LEFT = 0x0400
GL_FRONT_RIGHT = 0x0401
GL_BACK_LEFT = 0x0402
GL_BACK_RIGHT = 0x0403
GL_AUX0 = 0x0409
GL_AUX1 = 0x040A
GL_AUX2 = 0x040B
GL_AUX3 = 0x040C
GL_COLOR_INDEX = 0x1900
GL_RED = 0x1903
GL_GREEN = 0x1904
GL_BLUE = 0x1905
GL_ALPHA = 0x1906
GL_LUMINANCE = 0x1909
GL_LUMINANCE_ALPHA = 0x190A
GL_ALPHA_BITS = 0x0D55
GL_RED_BITS = 0x0D52
GL_GREEN_BITS = 0x0D53
GL_BLUE_BITS = 0x0D54
GL_INDEX_BITS = 0x0D51
GL_SUBPIXEL_BITS = 0x0D50
GL_AUX_BUFFERS = 0x0C00
GL_READ_BUFFER = 0x0C02
GL_DRAW_BUFFER = 0x0C01
GL_DOUBLEBUFFER = 0x0C32
GL_STEREO = 0x0C33
GL_BITMAP = 0x1A00
GL_COLOR = 0x1800
GL_DEPTH = 0x1801
GL_STENCIL = 0x1802
GL_DITHER = 0x0BD0
GL_RGB = 0x1907
GL_RGBA = 0x1908
--[[ Implementation limits ]]
GL_MAX_LIST_NESTING = 0x0B31
GL_MAX_EVAL_ORDER = 0x0D30
GL_MAX_LIGHTS = 0x0D31
GL_MAX_CLIP_PLANES = 0x0D32
GL_MAX_TEXTURE_SIZE = 0x0D33
GL_MAX_PIXEL_MAP_TABLE = 0x0D34
GL_MAX_ATTRIB_STACK_DEPTH = 0x0D35
GL_MAX_MODELVIEW_STACK_DEPTH = 0x0D36
GL_MAX_NAME_STACK_DEPTH = 0x0D37
GL_MAX_PROJECTION_STACK_DEPTH = 0x0D38
GL_MAX_TEXTURE_STACK_DEPTH = 0x0D39
GL_MAX_VIEWPORT_DIMS = 0x0D3A
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 0x0D3B
--[[ Gets ]]
GL_ATTRIB_STACK_DEPTH = 0x0BB0
GL_CLIENT_ATTRIB_STACK_DEPTH = 0x0BB1
GL_COLOR_CLEAR_VALUE = 0x0C22
GL_COLOR_WRITEMASK = 0x0C23
GL_CURRENT_INDEX = 0x0B01
GL_CURRENT_COLOR = 0x0B00
GL_CURRENT_NORMAL = 0x0B02
GL_CURRENT_RASTER_COLOR = 0x0B04
GL_CURRENT_RASTER_DISTANCE = 0x0B09
GL_CURRENT_RASTER_INDEX = 0x0B05
GL_CURRENT_RASTER_POSITION = 0x0B07
GL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06
GL_CURRENT_RASTER_POSITION_VALID = 0x0B08
GL_CURRENT_TEXTURE_COORDS = 0x0B03
GL_INDEX_CLEAR_VALUE = 0x0C20
GL_INDEX_MODE = 0x0C30
GL_INDEX_WRITEMASK = 0x0C21
GL_MODELVIEW_MATRIX = 0x0BA6
GL_MODELVIEW_STACK_DEPTH = 0x0BA3
GL_NAME_STACK_DEPTH = 0x0D70
GL_PROJECTION_MATRIX = 0x0BA7
GL_PROJECTION_STACK_DEPTH = 0x0BA4
GL_RENDER_MODE = 0x0C40
GL_RGBA_MODE = 0x0C31
GL_TEXTURE_MATRIX = 0x0BA8
GL_TEXTURE_STACK_DEPTH = 0x0BA5
GL_VIEWPORT = 0x0BA2
--[[ Evaluators ]]
GL_AUTO_NORMAL = 0x0D80
GL_MAP1_COLOR_4 = 0x0D90
GL_MAP1_INDEX = 0x0D91
GL_MAP1_NORMAL = 0x0D92
GL_MAP1_TEXTURE_COORD_1 = 0x0D93
GL_MAP1_TEXTURE_COORD_2 = 0x0D94
GL_MAP1_TEXTURE_COORD_3 = 0x0D95
GL_MAP1_TEXTURE_COORD_4 = 0x0D96
GL_MAP1_VERTEX_3 = 0x0D97
GL_MAP1_VERTEX_4 = 0x0D98
GL_MAP2_COLOR_4 = 0x0DB0
GL_MAP2_INDEX = 0x0DB1
GL_MAP2_NORMAL = 0x0DB2
GL_MAP2_TEXTURE_COORD_1 = 0x0DB3
GL_MAP2_TEXTURE_COORD_2 = 0x0DB4
GL_MAP2_TEXTURE_COORD_3 = 0x0DB5
GL_MAP2_TEXTURE_COORD_4 = 0x0DB6
GL_MAP2_VERTEX_3 = 0x0DB7
GL_MAP2_VERTEX_4 = 0x0DB8
GL_MAP1_GRID_DOMAIN = 0x0DD0
GL_MAP1_GRID_SEGMENTS = 0x0DD1
GL_MAP2_GRID_DOMAIN = 0x0DD2
GL_MAP2_GRID_SEGMENTS = 0x0DD3
GL_COEFF = 0x0A00
GL_ORDER = 0x0A01
GL_DOMAIN = 0x0A02
--[[ Hints ]]
GL_PERSPECTIVE_CORRECTION_HINT = 0x0C50
GL_POINT_SMOOTH_HINT = 0x0C51
GL_LINE_SMOOTH_HINT = 0x0C52
GL_POLYGON_SMOOTH_HINT = 0x0C53
GL_FOG_HINT = 0x0C54
GL_DONT_CARE = 0x1100
GL_FASTEST = 0x1101
GL_NICEST = 0x1102
--[[ Scissor box ]]
GL_SCISSOR_BOX = 0x0C10
GL_SCISSOR_TEST = 0x0C11
--[[ Pixel Mode / Transfer ]]
GL_MAP_COLOR = 0x0D10
GL_MAP_STENCIL = 0x0D11
GL_INDEX_SHIFT = 0x0D12
GL_INDEX_OFFSET = 0x0D13
GL_RED_SCALE = 0x0D14
GL_RED_BIAS = 0x0D15
GL_GREEN_SCALE = 0x0D18
GL_GREEN_BIAS = 0x0D19
GL_BLUE_SCALE = 0x0D1A
GL_BLUE_BIAS = 0x0D1B
GL_ALPHA_SCALE = 0x0D1C
GL_ALPHA_BIAS = 0x0D1D
GL_DEPTH_SCALE = 0x0D1E
GL_DEPTH_BIAS = 0x0D1F
GL_PIXEL_MAP_S_TO_S_SIZE = 0x0CB1
GL_PIXEL_MAP_I_TO_I_SIZE = 0x0CB0
GL_PIXEL_MAP_I_TO_R_SIZE = 0x0CB2
GL_PIXEL_MAP_I_TO_G_SIZE = 0x0CB3
GL_PIXEL_MAP_I_TO_B_SIZE = 0x0CB4
GL_PIXEL_MAP_I_TO_A_SIZE = 0x0CB5
GL_PIXEL_MAP_R_TO_R_SIZE = 0x0CB6
GL_PIXEL_MAP_G_TO_G_SIZE = 0x0CB7
GL_PIXEL_MAP_B_TO_B_SIZE = 0x0CB8
GL_PIXEL_MAP_A_TO_A_SIZE = 0x0CB9
GL_PIXEL_MAP_S_TO_S = 0x0C71
GL_PIXEL_MAP_I_TO_I = 0x0C70
GL_PIXEL_MAP_I_TO_R = 0x0C72
GL_PIXEL_MAP_I_TO_G = 0x0C73
GL_PIXEL_MAP_I_TO_B = 0x0C74
GL_PIXEL_MAP_I_TO_A = 0x0C75
GL_PIXEL_MAP_R_TO_R = 0x0C76
GL_PIXEL_MAP_G_TO_G = 0x0C77
GL_PIXEL_MAP_B_TO_B = 0x0C78
GL_PIXEL_MAP_A_TO_A = 0x0C79
GL_PACK_ALIGNMENT = 0x0D05
GL_PACK_LSB_FIRST = 0x0D01
GL_PACK_ROW_LENGTH = 0x0D02
GL_PACK_SKIP_PIXELS = 0x0D04
GL_PACK_SKIP_ROWS = 0x0D03
GL_PACK_SWAP_BYTES = 0x0D00
GL_UNPACK_ALIGNMENT = 0x0CF5
GL_UNPACK_LSB_FIRST = 0x0CF1
GL_UNPACK_ROW_LENGTH = 0x0CF2
GL_UNPACK_SKIP_PIXELS = 0x0CF4
GL_UNPACK_SKIP_ROWS = 0x0CF3
GL_UNPACK_SWAP_BYTES = 0x0CF0
GL_ZOOM_X = 0x0D16
GL_ZOOM_Y = 0x0D17
--[[ Texture mapping ]]
GL_TEXTURE_ENV = 0x2300
GL_TEXTURE_ENV_MODE = 0x2200
GL_TEXTURE_1D = 0x0DE0
GL_TEXTURE_2D = 0x0DE1
GL_TEXTURE_WRAP_S = 0x2802
GL_TEXTURE_WRAP_T = 0x2803
GL_TEXTURE_MAG_FILTER = 0x2800
GL_TEXTURE_MIN_FILTER = 0x2801
GL_TEXTURE_ENV_COLOR = 0x2201
GL_TEXTURE_GEN_S = 0x0C60
GL_TEXTURE_GEN_T = 0x0C61
GL_TEXTURE_GEN_R = 0x0C62
GL_TEXTURE_GEN_Q = 0x0C63
GL_TEXTURE_GEN_MODE = 0x2500
GL_TEXTURE_BORDER_COLOR = 0x1004
GL_TEXTURE_WIDTH = 0x1000
GL_TEXTURE_HEIGHT = 0x1001
GL_TEXTURE_BORDER = 0x1005
GL_TEXTURE_COMPONENTS = 0x1003
GL_TEXTURE_RED_SIZE = 0x805C
GL_TEXTURE_GREEN_SIZE = 0x805D
GL_TEXTURE_BLUE_SIZE = 0x805E
GL_TEXTURE_ALPHA_SIZE = 0x805F
GL_TEXTURE_LUMINANCE_SIZE = 0x8060
GL_TEXTURE_INTENSITY_SIZE = 0x8061
GL_NEAREST_MIPMAP_NEAREST = 0x2700
GL_NEAREST_MIPMAP_LINEAR = 0x2702
GL_LINEAR_MIPMAP_NEAREST = 0x2701
GL_LINEAR_MIPMAP_LINEAR = 0x2703
GL_OBJECT_LINEAR = 0x2401
GL_OBJECT_PLANE = 0x2501
GL_EYE_LINEAR = 0x2400
GL_EYE_PLANE = 0x2502
GL_SPHERE_MAP = 0x2402
GL_DECAL = 0x2101
GL_MODULATE = 0x2100
GL_NEAREST = 0x2600
GL_REPEAT = 0x2901
GL_CLAMP = 0x2900
GL_S = 0x2000
GL_T = 0x2001
GL_R = 0x2002
GL_Q = 0x2003
--[[ Utility ]]
GL_VENDOR = 0x1F00
GL_RENDERER = 0x1F01
GL_VERSION = 0x1F02
GL_EXTENSIONS = 0x1F03
--[[ Errors ]]
GL_NO_ERROR = 0
GL_INVALID_ENUM = 0x0500
GL_INVALID_VALUE = 0x0501
GL_INVALID_OPERATION = 0x0502
GL_STACK_OVERFLOW = 0x0503
GL_STACK_UNDERFLOW = 0x0504
GL_OUT_OF_MEMORY = 0x0505
--[[ glPush/PopAttrib bits ]]
GL_CURRENT_BIT = 0x00000001
GL_POINT_BIT = 0x00000002
GL_LINE_BIT = 0x00000004
GL_POLYGON_BIT = 0x00000008
GL_POLYGON_STIPPLE_BIT = 0x00000010
GL_PIXEL_MODE_BIT = 0x00000020
GL_LIGHTING_BIT = 0x00000040
GL_FOG_BIT = 0x00000080
GL_DEPTH_BUFFER_BIT = 0x00000100
GL_ACCUM_BUFFER_BIT = 0x00000200
GL_STENCIL_BUFFER_BIT = 0x00000400
GL_VIEWPORT_BIT = 0x00000800
GL_TRANSFORM_BIT = 0x00001000
GL_ENABLE_BIT = 0x00002000
GL_COLOR_BUFFER_BIT = 0x00004000
GL_HINT_BIT = 0x00008000
GL_EVAL_BIT = 0x00010000
GL_LIST_BIT = 0x00020000
GL_TEXTURE_BIT = 0x00040000
GL_SCISSOR_BIT = 0x00080000
GL_ALL_ATTRIB_BITS = 0xFFFFFFFF
--[[ OpenGL 1.1 ]]
GL_PROXY_TEXTURE_1D = 0x8063
GL_PROXY_TEXTURE_2D = 0x8064
GL_TEXTURE_PRIORITY = 0x8066
GL_TEXTURE_RESIDENT = 0x8067
GL_TEXTURE_BINDING_1D = 0x8068
GL_TEXTURE_BINDING_2D = 0x8069
GL_TEXTURE_INTERNAL_FORMAT = 0x1003
GL_ALPHA4 = 0x803B
GL_ALPHA8 = 0x803C
GL_ALPHA12 = 0x803D
GL_ALPHA16 = 0x803E
GL_LUMINANCE4 = 0x803F
GL_LUMINANCE8 = 0x8040
GL_LUMINANCE12 = 0x8041
GL_LUMINANCE16 = 0x8042
GL_LUMINANCE4_ALPHA4 = 0x8043
GL_LUMINANCE6_ALPHA2 = 0x8044
GL_LUMINANCE8_ALPHA8 = 0x8045
GL_LUMINANCE12_ALPHA4 = 0x8046
GL_LUMINANCE12_ALPHA12 = 0x8047
GL_LUMINANCE16_ALPHA16 = 0x8048
GL_INTENSITY = 0x8049
GL_INTENSITY4 = 0x804A
GL_INTENSITY8 = 0x804B
GL_INTENSITY12 = 0x804C
GL_INTENSITY16 = 0x804D
GL_R3_G3_B2 = 0x2A10
GL_RGB4 = 0x804F
GL_RGB5 = 0x8050
GL_RGB8 = 0x8051
GL_RGB10 = 0x8052
GL_RGB12 = 0x8053
GL_RGB16 = 0x8054
GL_RGBA2 = 0x8055
GL_RGBA4 = 0x8056
GL_RGB5_A1 = 0x8057
GL_RGBA8 = 0x8058
GL_RGB10_A2 = 0x8059
GL_RGBA12 = 0x805A
GL_RGBA16 = 0x805B
GL_CLIENT_PIXEL_STORE_BIT = 0x00000001
GL_CLIENT_VERTEX_ARRAY_BIT = 0x00000002
GL_ALL_CLIENT_ATTRIB_BITS = 0xFFFFFFFF
GL_CLIENT_ALL_ATTRIB_BITS = 0xFFFFFFFF
--[[
* GL_ARB_imaging
]]
GL_CONSTANT_COLOR = 0x8001
GL_ONE_MINUS_CONSTANT_COLOR = 0x8002
GL_CONSTANT_ALPHA = 0x8003
GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004
GL_COLOR_TABLE = 0x80D0
GL_POST_CONVOLUTION_COLOR_TABLE = 0x80D1
GL_POST_COLOR_MATRIX_COLOR_TABLE = 0x80D2
GL_PROXY_COLOR_TABLE = 0x80D3
GL_PROXY_POST_CONVOLUTION_COLOR_TABLE = 0x80D4
GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE = 0x80D5
GL_COLOR_TABLE_SCALE = 0x80D6
GL_COLOR_TABLE_BIAS = 0x80D7
GL_COLOR_TABLE_FORMAT = 0x80D8
GL_COLOR_TABLE_WIDTH = 0x80D9
GL_COLOR_TABLE_RED_SIZE = 0x80DA
GL_COLOR_TABLE_GREEN_SIZE = 0x80DB
GL_COLOR_TABLE_BLUE_SIZE = 0x80DC
GL_COLOR_TABLE_ALPHA_SIZE = 0x80DD
GL_COLOR_TABLE_LUMINANCE_SIZE = 0x80DE
GL_COLOR_TABLE_INTENSITY_SIZE = 0x80DF
GL_CONVOLUTION_1D = 0x8010
GL_CONVOLUTION_2D = 0x8011
GL_SEPARABLE_2D = 0x8012
GL_CONVOLUTION_BORDER_MODE = 0x8013
GL_CONVOLUTION_FILTER_SCALE = 0x8014
GL_CONVOLUTION_FILTER_BIAS = 0x8015
GL_REDUCE = 0x8016
GL_CONVOLUTION_FORMAT = 0x8017
GL_CONVOLUTION_WIDTH = 0x8018
GL_CONVOLUTION_HEIGHT = 0x8019
GL_MAX_CONVOLUTION_WIDTH = 0x801A
GL_MAX_CONVOLUTION_HEIGHT = 0x801B
GL_POST_CONVOLUTION_RED_SCALE = 0x801C
GL_POST_CONVOLUTION_GREEN_SCALE = 0x801D
GL_POST_CONVOLUTION_BLUE_SCALE = 0x801E
GL_POST_CONVOLUTION_ALPHA_SCALE = 0x801F
GL_POST_CONVOLUTION_RED_BIAS = 0x8020
GL_POST_CONVOLUTION_GREEN_BIAS = 0x8021
GL_POST_CONVOLUTION_BLUE_BIAS = 0x8022
GL_POST_CONVOLUTION_ALPHA_BIAS = 0x8023
GL_CONSTANT_BORDER = 0x8151
GL_REPLICATE_BORDER = 0x8153
GL_CONVOLUTION_BORDER_COLOR = 0x8154
GL_COLOR_MATRIX = 0x80B1
GL_COLOR_MATRIX_STACK_DEPTH = 0x80B2
GL_MAX_COLOR_MATRIX_STACK_DEPTH = 0x80B3
GL_POST_COLOR_MATRIX_RED_SCALE = 0x80B4
GL_POST_COLOR_MATRIX_GREEN_SCALE = 0x80B5
GL_POST_COLOR_MATRIX_BLUE_SCALE = 0x80B6
GL_POST_COLOR_MATRIX_ALPHA_SCALE = 0x80B7
GL_POST_COLOR_MATRIX_RED_BIAS = 0x80B8
GL_POST_COLOR_MATRIX_GREEN_BIAS = 0x80B9
GL_POST_COLOR_MATRIX_BLUE_BIAS = 0x80BA
GL_POST_COLOR_MATRIX_ALPHA_BIAS = 0x80BB
GL_HISTOGRAM = 0x8024
GL_PROXY_HISTOGRAM = 0x8025
GL_HISTOGRAM_WIDTH = 0x8026
GL_HISTOGRAM_FORMAT = 0x8027
GL_HISTOGRAM_RED_SIZE = 0x8028
GL_HISTOGRAM_GREEN_SIZE = 0x8029
GL_HISTOGRAM_BLUE_SIZE = 0x802A
GL_HISTOGRAM_ALPHA_SIZE = 0x802B
GL_HISTOGRAM_LUMINANCE_SIZE = 0x802C
GL_HISTOGRAM_SINK = 0x802D
GL_MINMAX = 0x802E
GL_MINMAX_FORMAT = 0x802F
GL_MINMAX_SINK = 0x8030
GL_TABLE_TOO_LARGE = 0x8031
GL_BLEND_EQUATION = 0x8009
GL_MIN = 0x8007
GL_MAX = 0x8008
GL_FUNC_ADD = 0x8006
GL_FUNC_SUBTRACT = 0x800A
GL_FUNC_REVERSE_SUBTRACT = 0x800B
GL_BLEND_COLOR = 0x8005
--[[
* OpenGL 1.2
]]
GL_RESCALE_NORMAL = 0x803A
GL_CLAMP_TO_EDGE = 0x812F
GL_MAX_ELEMENTS_VERTICES = 0x80E8
GL_MAX_ELEMENTS_INDICES = 0x80E9
GL_BGR = 0x80E0
GL_BGRA = 0x80E1
GL_UNSIGNED_BYTE_3_3_2 = 0x8032
GL_UNSIGNED_BYTE_2_3_3_REV = 0x8362
GL_UNSIGNED_SHORT_5_6_5 = 0x8363
GL_UNSIGNED_SHORT_5_6_5_REV = 0x8364
GL_UNSIGNED_SHORT_4_4_4_4 = 0x8033
GL_UNSIGNED_SHORT_4_4_4_4_REV = 0x8365
GL_UNSIGNED_SHORT_5_5_5_1 = 0x8034
GL_UNSIGNED_SHORT_1_5_5_5_REV = 0x8366
GL_UNSIGNED_INT_8_8_8_8 = 0x8035
GL_UNSIGNED_INT_8_8_8_8_REV = 0x8367
GL_UNSIGNED_INT_10_10_10_2 = 0x8036
GL_UNSIGNED_INT_2_10_10_10_REV = 0x8368
GL_LIGHT_MODEL_COLOR_CONTROL = 0x81F8
GL_SINGLE_COLOR = 0x81F9
GL_SEPARATE_SPECULAR_COLOR = 0x81FA
GL_TEXTURE_MIN_LOD = 0x813A
GL_TEXTURE_MAX_LOD = 0x813B
GL_TEXTURE_BASE_LEVEL = 0x813C
GL_TEXTURE_MAX_LEVEL = 0x813D
GL_SMOOTH_POINT_SIZE_RANGE = 0x0B12
GL_SMOOTH_POINT_SIZE_GRANULARITY = 0x0B13
GL_SMOOTH_LINE_WIDTH_RANGE = 0x0B22
GL_SMOOTH_LINE_WIDTH_GRANULARITY = 0x0B23
GL_ALIASED_POINT_SIZE_RANGE = 0x846D
GL_ALIASED_LINE_WIDTH_RANGE = 0x846E
GL_PACK_SKIP_IMAGES = 0x806B
GL_PACK_IMAGE_HEIGHT = 0x806C
GL_UNPACK_SKIP_IMAGES = 0x806D
GL_UNPACK_IMAGE_HEIGHT = 0x806E
GL_TEXTURE_3D = 0x806F
GL_PROXY_TEXTURE_3D = 0x8070
GL_TEXTURE_DEPTH = 0x8071
GL_TEXTURE_WRAP_R = 0x8072
GL_MAX_3D_TEXTURE_SIZE = 0x8073
GL_TEXTURE_BINDING_3D = 0x806A
--[[
* OpenGL 1.3
]]
--[[ multitexture ]]
GL_TEXTURE0 = 0x84C0
GL_TEXTURE1 = 0x84C1
GL_TEXTURE2 = 0x84C2
GL_TEXTURE3 = 0x84C3
GL_TEXTURE4 = 0x84C4
GL_TEXTURE5 = 0x84C5
GL_TEXTURE6 = 0x84C6
GL_TEXTURE7 = 0x84C7
GL_TEXTURE8 = 0x84C8
GL_TEXTURE9 = 0x84C9
GL_TEXTURE10 = 0x84CA
GL_TEXTURE11 = 0x84CB
GL_TEXTURE12 = 0x84CC
GL_TEXTURE13 = 0x84CD
GL_TEXTURE14 = 0x84CE
GL_TEXTURE15 = 0x84CF
GL_TEXTURE16 = 0x84D0
GL_TEXTURE17 = 0x84D1
GL_TEXTURE18 = 0x84D2
GL_TEXTURE19 = 0x84D3
GL_TEXTURE20 = 0x84D4
GL_TEXTURE21 = 0x84D5
GL_TEXTURE22 = 0x84D6
GL_TEXTURE23 = 0x84D7
GL_TEXTURE24 = 0x84D8
GL_TEXTURE25 = 0x84D9
GL_TEXTURE26 = 0x84DA
GL_TEXTURE27 = 0x84DB
GL_TEXTURE28 = 0x84DC
GL_TEXTURE29 = 0x84DD
GL_TEXTURE30 = 0x84DE
GL_TEXTURE31 = 0x84DF
GL_ACTIVE_TEXTURE = 0x84E0
GL_CLIENT_ACTIVE_TEXTURE = 0x84E1
GL_MAX_TEXTURE_UNITS = 0x84E2
--[[ texture_cube_map ]]
GL_NORMAL_MAP = 0x8511
GL_REFLECTION_MAP = 0x8512
GL_TEXTURE_CUBE_MAP = 0x8513
GL_TEXTURE_BINDING_CUBE_MAP = 0x8514
GL_TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515
GL_TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516
GL_TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518
GL_TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A
GL_PROXY_TEXTURE_CUBE_MAP = 0x851B
GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C
--[[ texture_compression ]]
GL_COMPRESSED_ALPHA = 0x84E9
GL_COMPRESSED_LUMINANCE = 0x84EA
GL_COMPRESSED_LUMINANCE_ALPHA = 0x84EB
GL_COMPRESSED_INTENSITY = 0x84EC
GL_COMPRESSED_RGB = 0x84ED
GL_COMPRESSED_RGBA = 0x84EE
GL_TEXTURE_COMPRESSION_HINT = 0x84EF
GL_TEXTURE_COMPRESSED_IMAGE_SIZE = 0x86A0
GL_TEXTURE_COMPRESSED = 0x86A1
GL_NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2
GL_COMPRESSED_TEXTURE_FORMATS = 0x86A3
--[[ multisample ]]
GL_MULTISAMPLE = 0x809D
GL_SAMPLE_ALPHA_TO_COVERAGE = 0x809E
GL_SAMPLE_ALPHA_TO_ONE = 0x809F
GL_SAMPLE_COVERAGE = 0x80A0
GL_SAMPLE_BUFFERS = 0x80A8
GL_SAMPLES = 0x80A9
GL_SAMPLE_COVERAGE_VALUE = 0x80AA
GL_SAMPLE_COVERAGE_INVERT = 0x80AB
GL_MULTISAMPLE_BIT = 0x20000000
--[[ transpose_matrix ]]
GL_TRANSPOSE_MODELVIEW_MATRIX = 0x84E3
GL_TRANSPOSE_PROJECTION_MATRIX = 0x84E4
GL_TRANSPOSE_TEXTURE_MATRIX = 0x84E5
GL_TRANSPOSE_COLOR_MATRIX = 0x84E6
--[[ texture_env_combine ]]
GL_COMBINE = 0x8570
GL_COMBINE_RGB = 0x8571
GL_COMBINE_ALPHA = 0x8572
GL_SOURCE0_RGB = 0x8580
GL_SOURCE1_RGB = 0x8581
GL_SOURCE2_RGB = 0x8582
GL_SOURCE0_ALPHA = 0x8588
GL_SOURCE1_ALPHA = 0x8589
GL_SOURCE2_ALPHA = 0x858A
GL_OPERAND0_RGB = 0x8590
GL_OPERAND1_RGB = 0x8591
GL_OPERAND2_RGB = 0x8592
GL_OPERAND0_ALPHA = 0x8598
GL_OPERAND1_ALPHA = 0x8599
GL_OPERAND2_ALPHA = 0x859A
GL_RGB_SCALE = 0x8573
GL_ADD_SIGNED = 0x8574
GL_INTERPOLATE = 0x8575
GL_SUBTRACT = 0x84E7
GL_CONSTANT = 0x8576
GL_PRIMARY_COLOR = 0x8577
GL_PREVIOUS = 0x8578
--[[ texture_env_dot3 ]]
GL_DOT3_RGB = 0x86AE
GL_DOT3_RGBA = 0x86AF
--[[ texture_border_clamp ]]
GL_CLAMP_TO_BORDER = 0x812D
ffi.cdef[[
/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* 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.
*/
/*
* Datatypes
*/
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef void GLvoid;
typedef signed char GLbyte; /* 1-byte signed */
typedef short GLshort; /* 2-byte signed */
typedef int GLint; /* 4-byte signed */
typedef unsigned char GLubyte; /* 1-byte unsigned */
typedef unsigned short GLushort; /* 2-byte unsigned */
typedef unsigned int GLuint; /* 4-byte unsigned */
typedef int GLsizei; /* 4-byte signed */
typedef float GLfloat; /* single precision float */
typedef float GLclampf; /* single precision float in [0,1] */
typedef double GLdouble; /* double precision float */
typedef double GLclampd; /* double precision float in [0,1] */
/*
* Miscellaneous
*/
void glClearIndex( GLfloat c );
void glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha );
void glClear( GLbitfield mask );
void glIndexMask( GLuint mask );
void glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha );
void glAlphaFunc( GLenum func, GLclampf ref );
void glBlendFunc( GLenum sfactor, GLenum dfactor );
void glLogicOp( GLenum opcode );
void glCullFace( GLenum mode );
void glFrontFace( GLenum mode );
void glPointSize( GLfloat size );
void glLineWidth( GLfloat width );
void glLineStipple( GLint factor, GLushort pattern );
void glPolygonMode( GLenum face, GLenum mode );
void glPolygonOffset( GLfloat factor, GLfloat units );
void glPolygonStipple( const GLubyte *mask );
void glGetPolygonStipple( GLubyte *mask );
void glEdgeFlag( GLboolean flag );
void glEdgeFlagv( const GLboolean *flag );
void glScissor( GLint x, GLint y, GLsizei width, GLsizei height);
void glClipPlane( GLenum plane, const GLdouble *equation );
void glGetClipPlane( GLenum plane, GLdouble *equation );
void glDrawBuffer( GLenum mode );
void glReadBuffer( GLenum mode );
void glEnable( GLenum cap );
void glDisable( GLenum cap );
GLboolean glIsEnabled( GLenum cap );
void glEnableClientState( GLenum cap ); /* 1.1 */
void glDisableClientState( GLenum cap ); /* 1.1 */
void glGetBooleanv( GLenum pname, GLboolean *params );
void glGetDoublev( GLenum pname, GLdouble *params );
void glGetFloatv( GLenum pname, GLfloat *params );
void glGetIntegerv( GLenum pname, GLint *params );
void glPushAttrib( GLbitfield mask );
void glPopAttrib( void );
void glPushClientAttrib( GLbitfield mask ); /* 1.1 */
void glPopClientAttrib( void ); /* 1.1 */
GLint glRenderMode( GLenum mode );
GLenum glGetError( void );
const GLubyte * glGetString( GLenum name );
void glFinish( void );
void glFlush( void );
void glHint( GLenum target, GLenum mode );
/*
* Depth Buffer
*/
void glClearDepth( GLclampd depth );
void glDepthFunc( GLenum func );
void glDepthMask( GLboolean flag );
void glDepthRange( GLclampd near_val, GLclampd far_val );
/*
* Accumulation Buffer
*/
void glClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha );
void glAccum( GLenum op, GLfloat value );
/*
* Transformation
*/
void glMatrixMode( GLenum mode );
void glOrtho( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble near_val, GLdouble far_val );
void glFrustum( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble near_val, GLdouble far_val );
void glViewport( GLint x, GLint y,
GLsizei width, GLsizei height );
void glPushMatrix( void );
void glPopMatrix( void );
void glLoadIdentity( void );
void glLoadMatrixd( const GLdouble *m );
void glLoadMatrixf( const GLfloat *m );
void glMultMatrixd( const GLdouble *m );
void glMultMatrixf( const GLfloat *m );
void glRotated( GLdouble angle,
GLdouble x, GLdouble y, GLdouble z );
void glRotatef( GLfloat angle,
GLfloat x, GLfloat y, GLfloat z );
void glScaled( GLdouble x, GLdouble y, GLdouble z );
void glScalef( GLfloat x, GLfloat y, GLfloat z );
void glTranslated( GLdouble x, GLdouble y, GLdouble z );
void glTranslatef( GLfloat x, GLfloat y, GLfloat z );
/*
* Display Lists
*/
GLboolean glIsList( GLuint list );
void glDeleteLists( GLuint list, GLsizei range );
GLuint glGenLists( GLsizei range );
void glNewList( GLuint list, GLenum mode );
void glEndList( void );
void glCallList( GLuint list );
void glCallLists( GLsizei n, GLenum type,
const GLvoid *lists );
void glListBase( GLuint base );
/*
* Drawing Functions
*/
void glBegin( GLenum mode );
void glEnd( void );
void glVertex2d( GLdouble x, GLdouble y );
void glVertex2f( GLfloat x, GLfloat y );
void glVertex2i( GLint x, GLint y );
void glVertex2s( GLshort x, GLshort y );
void glVertex3d( GLdouble x, GLdouble y, GLdouble z );
void glVertex3f( GLfloat x, GLfloat y, GLfloat z );
void glVertex3i( GLint x, GLint y, GLint z );
void glVertex3s( GLshort x, GLshort y, GLshort z );
void glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w );
void glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w );
void glVertex4i( GLint x, GLint y, GLint z, GLint w );
void glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w );
void glVertex2dv( const GLdouble *v );
void glVertex2fv( const GLfloat *v );
void glVertex2iv( const GLint *v );
void glVertex2sv( const GLshort *v );
void glVertex3dv( const GLdouble *v );
void glVertex3fv( const GLfloat *v );
void glVertex3iv( const GLint *v );
void glVertex3sv( const GLshort *v );
void glVertex4dv( const GLdouble *v );
void glVertex4fv( const GLfloat *v );
void glVertex4iv( const GLint *v );
void glVertex4sv( const GLshort *v );
void glNormal3b( GLbyte nx, GLbyte ny, GLbyte nz );
void glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz );
void glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz );
void glNormal3i( GLint nx, GLint ny, GLint nz );
void glNormal3s( GLshort nx, GLshort ny, GLshort nz );
void glNormal3bv( const GLbyte *v );
void glNormal3dv( const GLdouble *v );
void glNormal3fv( const GLfloat *v );
void glNormal3iv( const GLint *v );
void glNormal3sv( const GLshort *v );
void glIndexd( GLdouble c );
void glIndexf( GLfloat c );
void glIndexi( GLint c );
void glIndexs( GLshort c );
void glIndexub( GLubyte c ); /* 1.1 */
void glIndexdv( const GLdouble *c );
void glIndexfv( const GLfloat *c );
void glIndexiv( const GLint *c );
void glIndexsv( const GLshort *c );
void glIndexubv( const GLubyte *c ); /* 1.1 */
void glColor3b( GLbyte red, GLbyte green, GLbyte blue );
void glColor3d( GLdouble red, GLdouble green, GLdouble blue );
void glColor3f( GLfloat red, GLfloat green, GLfloat blue );
void glColor3i( GLint red, GLint green, GLint blue );
void glColor3s( GLshort red, GLshort green, GLshort blue );
void glColor3ub( GLubyte red, GLubyte green, GLubyte blue );
void glColor3ui( GLuint red, GLuint green, GLuint blue );
void glColor3us( GLushort red, GLushort green, GLushort blue );
void glColor4b( GLbyte red, GLbyte green,
GLbyte blue, GLbyte alpha );
void glColor4d( GLdouble red, GLdouble green,
GLdouble blue, GLdouble alpha );
void glColor4f( GLfloat red, GLfloat green,
GLfloat blue, GLfloat alpha );
void glColor4i( GLint red, GLint green,
GLint blue, GLint alpha );
void glColor4s( GLshort red, GLshort green,
GLshort blue, GLshort alpha );
void glColor4ub( GLubyte red, GLubyte green,
GLubyte blue, GLubyte alpha );
void glColor4ui( GLuint red, GLuint green,
GLuint blue, GLuint alpha );
void glColor4us( GLushort red, GLushort green,
GLushort blue, GLushort alpha );
void glColor3bv( const GLbyte *v );
void glColor3dv( const GLdouble *v );
void glColor3fv( const GLfloat *v );
void glColor3iv( const GLint *v );
void glColor3sv( const GLshort *v );
void glColor3ubv( const GLubyte *v );
void glColor3uiv( const GLuint *v );
void glColor3usv( const GLushort *v );
void glColor4bv( const GLbyte *v );
void glColor4dv( const GLdouble *v );
void glColor4fv( const GLfloat *v );
void glColor4iv( const GLint *v );
void glColor4sv( const GLshort *v );
void glColor4ubv( const GLubyte *v );
void glColor4uiv( const GLuint *v );
void glColor4usv( const GLushort *v );
void glTexCoord1d( GLdouble s );
void glTexCoord1f( GLfloat s );
void glTexCoord1i( GLint s );
void glTexCoord1s( GLshort s );
void glTexCoord2d( GLdouble s, GLdouble t );
void glTexCoord2f( GLfloat s, GLfloat t );
void glTexCoord2i( GLint s, GLint t );
void glTexCoord2s( GLshort s, GLshort t );
void glTexCoord3d( GLdouble s, GLdouble t, GLdouble r );
void glTexCoord3f( GLfloat s, GLfloat t, GLfloat r );
void glTexCoord3i( GLint s, GLint t, GLint r );
void glTexCoord3s( GLshort s, GLshort t, GLshort r );
void glTexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q );
void glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q );
void glTexCoord4i( GLint s, GLint t, GLint r, GLint q );
void glTexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q );
void glTexCoord1dv( const GLdouble *v );
void glTexCoord1fv( const GLfloat *v );
void glTexCoord1iv( const GLint *v );
void glTexCoord1sv( const GLshort *v );
void glTexCoord2dv( const GLdouble *v );
void glTexCoord2fv( const GLfloat *v );
void glTexCoord2iv( const GLint *v );
void glTexCoord2sv( const GLshort *v );
void glTexCoord3dv( const GLdouble *v );
void glTexCoord3fv( const GLfloat *v );
void glTexCoord3iv( const GLint *v );
void glTexCoord3sv( const GLshort *v );
void glTexCoord4dv( const GLdouble *v );
void glTexCoord4fv( const GLfloat *v );
void glTexCoord4iv( const GLint *v );
void glTexCoord4sv( const GLshort *v );
void glRasterPos2d( GLdouble x, GLdouble y );
void glRasterPos2f( GLfloat x, GLfloat y );
void glRasterPos2i( GLint x, GLint y );
void glRasterPos2s( GLshort x, GLshort y );
void glRasterPos3d( GLdouble x, GLdouble y, GLdouble z );
void glRasterPos3f( GLfloat x, GLfloat y, GLfloat z );
void glRasterPos3i( GLint x, GLint y, GLint z );
void glRasterPos3s( GLshort x, GLshort y, GLshort z );
void glRasterPos4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w );
void glRasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w );
void glRasterPos4i( GLint x, GLint y, GLint z, GLint w );
void glRasterPos4s( GLshort x, GLshort y, GLshort z, GLshort w );
void glRasterPos2dv( const GLdouble *v );
void glRasterPos2fv( const GLfloat *v );
void glRasterPos2iv( const GLint *v );
void glRasterPos2sv( const GLshort *v );
void glRasterPos3dv( const GLdouble *v );
void glRasterPos3fv( const GLfloat *v );
void glRasterPos3iv( const GLint *v );
void glRasterPos3sv( const GLshort *v );
void glRasterPos4dv( const GLdouble *v );
void glRasterPos4fv( const GLfloat *v );
void glRasterPos4iv( const GLint *v );
void glRasterPos4sv( const GLshort *v );
void glRectd( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 );
void glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 );
void glRecti( GLint x1, GLint y1, GLint x2, GLint y2 );
void glRects( GLshort x1, GLshort y1, GLshort x2, GLshort y2 );
void glRectdv( const GLdouble *v1, const GLdouble *v2 );
void glRectfv( const GLfloat *v1, const GLfloat *v2 );
void glRectiv( const GLint *v1, const GLint *v2 );
void glRectsv( const GLshort *v1, const GLshort *v2 );
/*
* Vertex Arrays (1.1)
*/
void glVertexPointer( GLint size, GLenum type,
GLsizei stride, const GLvoid *ptr );
void glNormalPointer( GLenum type, GLsizei stride,
const GLvoid *ptr );
void glColorPointer( GLint size, GLenum type,
GLsizei stride, const GLvoid *ptr );
void glIndexPointer( GLenum type, GLsizei stride,
const GLvoid *ptr );
void glTexCoordPointer( GLint size, GLenum type,
GLsizei stride, const GLvoid *ptr );
void glEdgeFlagPointer( GLsizei stride, const GLvoid *ptr );
void glGetPointerv( GLenum pname, GLvoid **params );
void glArrayElement( GLint i );
void glDrawArrays( GLenum mode, GLint first, GLsizei count );
void glDrawElements( GLenum mode, GLsizei count,
GLenum type, const GLvoid *indices );
void glInterleavedArrays( GLenum format, GLsizei stride,
const GLvoid *pointer );
/*
* Lighting
*/
void glShadeModel( GLenum mode );
void glLightf( GLenum light, GLenum pname, GLfloat param );
void glLighti( GLenum light, GLenum pname, GLint param );
void glLightfv( GLenum light, GLenum pname,
const GLfloat *params );
void glLightiv( GLenum light, GLenum pname,
const GLint *params );
void glGetLightfv( GLenum light, GLenum pname,
GLfloat *params );
void glGetLightiv( GLenum light, GLenum pname,
GLint *params );
void glLightModelf( GLenum pname, GLfloat param );
void glLightModeli( GLenum pname, GLint param );
void glLightModelfv( GLenum pname, const GLfloat *params );
void glLightModeliv( GLenum pname, const GLint *params );
void glMaterialf( GLenum face, GLenum pname, GLfloat param );
void glMateriali( GLenum face, GLenum pname, GLint param );
void glMaterialfv( GLenum face, GLenum pname, const GLfloat *params );
void glMaterialiv( GLenum face, GLenum pname, const GLint *params );
void glGetMaterialfv( GLenum face, GLenum pname, GLfloat *params );
void glGetMaterialiv( GLenum face, GLenum pname, GLint *params );
void glColorMaterial( GLenum face, GLenum mode );
/*
* Raster functions
*/
void glPixelZoom( GLfloat xfactor, GLfloat yfactor );
void glPixelStoref( GLenum pname, GLfloat param );
void glPixelStorei( GLenum pname, GLint param );
void glPixelTransferf( GLenum pname, GLfloat param );
void glPixelTransferi( GLenum pname, GLint param );
void glPixelMapfv( GLenum map, GLsizei mapsize,
const GLfloat *values );
void glPixelMapuiv( GLenum map, GLsizei mapsize,
const GLuint *values );
void glPixelMapusv( GLenum map, GLsizei mapsize,
const GLushort *values );
void glGetPixelMapfv( GLenum map, GLfloat *values );
void glGetPixelMapuiv( GLenum map, GLuint *values );
void glGetPixelMapusv( GLenum map, GLushort *values );
void glBitmap( GLsizei width, GLsizei height,
GLfloat xorig, GLfloat yorig,
GLfloat xmove, GLfloat ymove,
const GLubyte *bitmap );
void glReadPixels( GLint x, GLint y,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
GLvoid *pixels );
void glDrawPixels( GLsizei width, GLsizei height,
GLenum format, GLenum type,
const GLvoid *pixels );
void glCopyPixels( GLint x, GLint y,
GLsizei width, GLsizei height,
GLenum type );
/*
* Stenciling
*/
void glStencilFunc( GLenum func, GLint ref, GLuint mask );
void glStencilMask( GLuint mask );
void glStencilOp( GLenum fail, GLenum zfail, GLenum zpass );
void glClearStencil( GLint s );
/*
* Texture mapping
*/
void glTexGend( GLenum coord, GLenum pname, GLdouble param );
void glTexGenf( GLenum coord, GLenum pname, GLfloat param );
void glTexGeni( GLenum coord, GLenum pname, GLint param );
void glTexGendv( GLenum coord, GLenum pname, const GLdouble *params );
void glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params );
void glTexGeniv( GLenum coord, GLenum pname, const GLint *params );
void glGetTexGendv( GLenum coord, GLenum pname, GLdouble *params );
void glGetTexGenfv( GLenum coord, GLenum pname, GLfloat *params );
void glGetTexGeniv( GLenum coord, GLenum pname, GLint *params );
void glTexEnvf( GLenum target, GLenum pname, GLfloat param );
void glTexEnvi( GLenum target, GLenum pname, GLint param );
void glTexEnvfv( GLenum target, GLenum pname, const GLfloat *params );
void glTexEnviv( GLenum target, GLenum pname, const GLint *params );
void glGetTexEnvfv( GLenum target, GLenum pname, GLfloat *params );
void glGetTexEnviv( GLenum target, GLenum pname, GLint *params );
void glTexParameterf( GLenum target, GLenum pname, GLfloat param );
void glTexParameteri( GLenum target, GLenum pname, GLint param );
void glTexParameterfv( GLenum target, GLenum pname,
const GLfloat *params );
void glTexParameteriv( GLenum target, GLenum pname,
const GLint *params );
void glGetTexParameterfv( GLenum target,
GLenum pname, GLfloat *params);
void glGetTexParameteriv( GLenum target,
GLenum pname, GLint *params );
void glGetTexLevelParameterfv( GLenum target, GLint level,
GLenum pname, GLfloat *params );
void glGetTexLevelParameteriv( GLenum target, GLint level,
GLenum pname, GLint *params );
void glTexImage1D( GLenum target, GLint level,
GLint internalFormat,
GLsizei width, GLint border,
GLenum format, GLenum type,
const GLvoid *pixels );
void glTexImage2D( GLenum target, GLint level,
GLint internalFormat,
GLsizei width, GLsizei height,
GLint border, GLenum format, GLenum type,
const GLvoid *pixels );
void glGetTexImage( GLenum target, GLint level,
GLenum format, GLenum type,
GLvoid *pixels );
/* 1.1 functions */
void glGenTextures( GLsizei n, GLuint *textures );
void glDeleteTextures( GLsizei n, const GLuint *textures);
void glBindTexture( GLenum target, GLuint texture );
void glPrioritizeTextures( GLsizei n,
const GLuint *textures,
const GLclampf *priorities );
GLboolean glAreTexturesResident( GLsizei n,
const GLuint *textures,
GLboolean *residences );
GLboolean glIsTexture( GLuint texture );
void glTexSubImage1D( GLenum target, GLint level,
GLint xoffset,
GLsizei width, GLenum format,
GLenum type, const GLvoid *pixels );
void glTexSubImage2D( GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
const GLvoid *pixels );
void glCopyTexImage1D( GLenum target, GLint level,
GLenum internalformat,
GLint x, GLint y,
GLsizei width, GLint border );
void glCopyTexImage2D( GLenum target, GLint level,
GLenum internalformat,
GLint x, GLint y,
GLsizei width, GLsizei height,
GLint border );
void glCopyTexSubImage1D( GLenum target, GLint level,
GLint xoffset, GLint x, GLint y,
GLsizei width );
void glCopyTexSubImage2D( GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLint x, GLint y,
GLsizei width, GLsizei height );
/*
* Evaluators
*/
void glMap1d( GLenum target, GLdouble u1, GLdouble u2,
GLint stride,
GLint order, const GLdouble *points );
void glMap1f( GLenum target, GLfloat u1, GLfloat u2,
GLint stride,
GLint order, const GLfloat *points );
void glMap2d( GLenum target,
GLdouble u1, GLdouble u2, GLint ustride, GLint uorder,
GLdouble v1, GLdouble v2, GLint vstride, GLint vorder,
const GLdouble *points );
void glMap2f( GLenum target,
GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
const GLfloat *points );
void glGetMapdv( GLenum target, GLenum query, GLdouble *v );
void glGetMapfv( GLenum target, GLenum query, GLfloat *v );
void glGetMapiv( GLenum target, GLenum query, GLint *v );
void glEvalCoord1d( GLdouble u );
void glEvalCoord1f( GLfloat u );
void glEvalCoord1dv( const GLdouble *u );
void glEvalCoord1fv( const GLfloat *u );
void glEvalCoord2d( GLdouble u, GLdouble v );
void glEvalCoord2f( GLfloat u, GLfloat v );
void glEvalCoord2dv( const GLdouble *u );
void glEvalCoord2fv( const GLfloat *u );
void glMapGrid1d( GLint un, GLdouble u1, GLdouble u2 );
void glMapGrid1f( GLint un, GLfloat u1, GLfloat u2 );
void glMapGrid2d( GLint un, GLdouble u1, GLdouble u2,
GLint vn, GLdouble v1, GLdouble v2 );
void glMapGrid2f( GLint un, GLfloat u1, GLfloat u2,
GLint vn, GLfloat v1, GLfloat v2 );
void glEvalPoint1( GLint i );
void glEvalPoint2( GLint i, GLint j );
void glEvalMesh1( GLenum mode, GLint i1, GLint i2 );
void glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 );
/*
* Fog
*/
void glFogf( GLenum pname, GLfloat param );
void glFogi( GLenum pname, GLint param );
void glFogfv( GLenum pname, const GLfloat *params );
void glFogiv( GLenum pname, const GLint *params );
/*
* Selection and Feedback
*/
void glFeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer );
void glPassThrough( GLfloat token );
void glSelectBuffer( GLsizei size, GLuint *buffer );
void glInitNames( void );
void glLoadName( GLuint name );
void glPushName( GLuint name );
void glPopName( void );
void glDrawRangeElements( GLenum mode, GLuint start,
GLuint end, GLsizei count, GLenum type, const GLvoid *indices );
void glTexImage3D( GLenum target, GLint level,
GLint internalFormat,
GLsizei width, GLsizei height,
GLsizei depth, GLint border,
GLenum format, GLenum type,
const GLvoid *pixels );
void glTexSubImage3D( GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth,
GLenum format,
GLenum type, const GLvoid *pixels);
void glCopyTexSubImage3D( GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLint zoffset, GLint x,
GLint y, GLsizei width,
GLsizei height );
typedef void ( PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
typedef void ( PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
typedef void ( PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
typedef void ( PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void glColorTable( GLenum target, GLenum internalformat,
GLsizei width, GLenum format,
GLenum type, const GLvoid *table );
void glColorSubTable( GLenum target,
GLsizei start, GLsizei count,
GLenum format, GLenum type,
const GLvoid *data );
void glColorTableParameteriv(GLenum target, GLenum pname,
const GLint *params);
void glColorTableParameterfv(GLenum target, GLenum pname,
const GLfloat *params);
void glCopyColorSubTable( GLenum target, GLsizei start,
GLint x, GLint y, GLsizei width );
void glCopyColorTable( GLenum target, GLenum internalformat,
GLint x, GLint y, GLsizei width );
void glGetColorTable( GLenum target, GLenum format,
GLenum type, GLvoid *table );
void glGetColorTableParameterfv( GLenum target, GLenum pname,
GLfloat *params );
void glGetColorTableParameteriv( GLenum target, GLenum pname,
GLint *params );
void glBlendEquation( GLenum mode );
void glBlendColor( GLclampf red, GLclampf green,
GLclampf blue, GLclampf alpha );
void glHistogram( GLenum target, GLsizei width,
GLenum internalformat, GLboolean sink );
void glResetHistogram( GLenum target );
void glGetHistogram( GLenum target, GLboolean reset,
GLenum format, GLenum type,
GLvoid *values );
void glGetHistogramParameterfv( GLenum target, GLenum pname,
GLfloat *params );
void glGetHistogramParameteriv( GLenum target, GLenum pname,
GLint *params );
void glMinmax( GLenum target, GLenum internalformat,
GLboolean sink );
void glResetMinmax( GLenum target );
void glGetMinmax( GLenum target, GLboolean reset,
GLenum format, GLenum types,
GLvoid *values );
void glGetMinmaxParameterfv( GLenum target, GLenum pname,
GLfloat *params );
void glGetMinmaxParameteriv( GLenum target, GLenum pname,
GLint *params );
void glConvolutionFilter1D( GLenum target,
GLenum internalformat, GLsizei width, GLenum format, GLenum type,
const GLvoid *image );
void glConvolutionFilter2D( GLenum target,
GLenum internalformat, GLsizei width, GLsizei height, GLenum format,
GLenum type, const GLvoid *image );
void glConvolutionParameterf( GLenum target, GLenum pname,
GLfloat params );
void glConvolutionParameterfv( GLenum target, GLenum pname,
const GLfloat *params );
void glConvolutionParameteri( GLenum target, GLenum pname,
GLint params );
void glConvolutionParameteriv( GLenum target, GLenum pname,
const GLint *params );
void glCopyConvolutionFilter1D( GLenum target,
GLenum internalformat, GLint x, GLint y, GLsizei width );
void glCopyConvolutionFilter2D( GLenum target,
GLenum internalformat, GLint x, GLint y, GLsizei width,
GLsizei height);
void glGetConvolutionFilter( GLenum target, GLenum format,
GLenum type, GLvoid *image );
void glGetConvolutionParameterfv( GLenum target, GLenum pname,
GLfloat *params );
void glGetConvolutionParameteriv( GLenum target, GLenum pname,
GLint *params );
void glSeparableFilter2D( GLenum target,
GLenum internalformat, GLsizei width, GLsizei height, GLenum format,
GLenum type, const GLvoid *row, const GLvoid *column );
void glGetSeparableFilter( GLenum target, GLenum format,
GLenum type, GLvoid *row, GLvoid *column, GLvoid *span );
void glActiveTexture( GLenum texture );
void glClientActiveTexture( GLenum texture );
void glCompressedTexImage1D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data );
void glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data );
void glCompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data );
void glCompressedTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data );
void glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data );
void glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data );
void glGetCompressedTexImage( GLenum target, GLint lod, GLvoid *img );
void glMultiTexCoord1d( GLenum target, GLdouble s );
void glMultiTexCoord1dv( GLenum target, const GLdouble *v );
void glMultiTexCoord1f( GLenum target, GLfloat s );
void glMultiTexCoord1fv( GLenum target, const GLfloat *v );
void glMultiTexCoord1i( GLenum target, GLint s );
void glMultiTexCoord1iv( GLenum target, const GLint *v );
void glMultiTexCoord1s( GLenum target, GLshort s );
void glMultiTexCoord1sv( GLenum target, const GLshort *v );
void glMultiTexCoord2d( GLenum target, GLdouble s, GLdouble t );
void glMultiTexCoord2dv( GLenum target, const GLdouble *v );
void glMultiTexCoord2f( GLenum target, GLfloat s, GLfloat t );
void glMultiTexCoord2fv( GLenum target, const GLfloat *v );
void glMultiTexCoord2i( GLenum target, GLint s, GLint t );
void glMultiTexCoord2iv( GLenum target, const GLint *v );
void glMultiTexCoord2s( GLenum target, GLshort s, GLshort t );
void glMultiTexCoord2sv( GLenum target, const GLshort *v );
void glMultiTexCoord3d( GLenum target, GLdouble s, GLdouble t, GLdouble r );
void glMultiTexCoord3dv( GLenum target, const GLdouble *v );
void glMultiTexCoord3f( GLenum target, GLfloat s, GLfloat t, GLfloat r );
void glMultiTexCoord3fv( GLenum target, const GLfloat *v );
void glMultiTexCoord3i( GLenum target, GLint s, GLint t, GLint r );
void glMultiTexCoord3iv( GLenum target, const GLint *v );
void glMultiTexCoord3s( GLenum target, GLshort s, GLshort t, GLshort r );
void glMultiTexCoord3sv( GLenum target, const GLshort *v );
void glMultiTexCoord4d( GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q );
void glMultiTexCoord4dv( GLenum target, const GLdouble *v );
void glMultiTexCoord4f( GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q );
void glMultiTexCoord4fv( GLenum target, const GLfloat *v );
void glMultiTexCoord4i( GLenum target, GLint s, GLint t, GLint r, GLint q );
void glMultiTexCoord4iv( GLenum target, const GLint *v );
void glMultiTexCoord4s( GLenum target, GLshort s, GLshort t, GLshort r, GLshort q );
void glMultiTexCoord4sv( GLenum target, const GLshort *v );
void glLoadTransposeMatrixd( const GLdouble m[16] );
void glLoadTransposeMatrixf( const GLfloat m[16] );
void glMultTransposeMatrixd( const GLdouble m[16] );
void glMultTransposeMatrixf( const GLfloat m[16] );
void glSampleCoverage( GLclampf value, GLboolean invert );
typedef void ( PFNGLACTIVETEXTUREPROC) (GLenum texture);
typedef void ( PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert);
typedef void ( PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
typedef void ( PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
typedef void ( PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
typedef void ( PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
typedef void ( PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
typedef void ( PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
typedef void ( PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, GLvoid *img);
]]
|
return {
-- Called when someone/something was kicked from a team.
-- Contains:
-- player_index :: uint: The kicked player.
-- kicker :: uint or nil: A player/server/script who kicked the player.
on_kick = script.generate_event_name()
}
|
ClassTrainerPlusWarriorSpellIds = {
-- Protection
100,772,6343,1715,284,6546,7384,285,694,8198,6547,20230,1608,6178,7400,7887,8204,6548,7372,11564,7402,8205,11565,11572,11584,11578,20559,11566,21551,11580,11573,7373,21552,11567,20560,3127,674,6673,5242,1160,845,6192,5246,6190,5308,1161,7369,1464,11549,18499,20658,11554,1680,6552,8820,11608,20660,11550,20616,11555,11604,23892,20661,11609,1719,11551,20617,23893,11556,11605,20662,6554,750,2687,72,6572,2565,676,12678,7405,6574,871,1671,7379,8380,11600,11596,23923,1672,11601,23924,11597,30016,25288,23925,25269,29704,23920,25258,25225,30022,3411,30357,30356,
-- Arms
11581,25286,21553,11585,11574,25266,29707,25248,25212,25264,25208,30330,
-- Fury
25289,23894,20569,30030,25272,25241,25202,34428,25234,25251,25231,469,2048,25275,25242,30335,25203,25236,30033,
}
|
-----------------------------------------------------------------------------
-- DailyNotes - Main Dialog
-----------------------------------------------------------------------------
local Nyx = LibStub("Nyx")
local DailyNotes = _G.DailyNotes
local MAX_LIST_ENTRIES = 15
local function SetHeaderText(this,text)
this:SetText(text)
this:SetWidth(this:GetTextWidth() + 8)
end
function DailyNotes.InitDialog()
UIPanelBackdropFrame_SetTexture( DailyNotesFrame, "Interface/Common/PanelCommonFrame", 256 , 256 )
DailyNotesFrameTitle:SetText("DailyNotes |cffa0a000"..DailyNotes.VERSION)
SetHeaderText(DailyNotesListCountHeader,DailyNotes.L.DN_F_COUNT)
SetHeaderText(DailyNotesListTargetHeader,DailyNotes.L.DN_F_TARGET)
SetHeaderText(DailyNotesListNameHeader,DailyNotes.L.DN_F_NAME)
SetHeaderText(DailyNotesListLevelHeader,DailyNotes.L.DN_F_LEVEL)
SetHeaderText(DailyNotesListZoneHeader,DailyNotes.L.DN_F_ZONE)
SetHeaderText(DailyNotesListItemHeader,DailyNotes.L.DN_F_ITEM)
SetHeaderText(DailyNotesListREW1Header,DailyNotes.L.DN_F_REW1)
SetHeaderText(DailyNotesListREW2Header,DailyNotes.L.DN_F_REW2)
DailyNotesDailyCount:SetText(DailyNotes.L.DN_F_DAILIES)
DailyNotesDailyFinished:SetText(DailyNotes.L.DN_F_FINISHED)
DNFFilterZoneDropDownLabel:SetText(DailyNotes.L.DN_F_C_ZONE)
DailyNotesAutoQuestTake:SetText(DailyNotes.L.DN_F_Q_TAKE)
DailyNoteAQAll:SetText(DailyNotes.L.DN_F_Q_ALL)
DailyNoteAQClear:SetText(DailyNotes.L.DN_F_Q_NONE)
DailyNoteAQKill:SetText(DailyNotes.L.DN_F_Q_KILL)
DailyNoteAQGather:SetText(DailyNotes.L.DN_F_Q_GATHER)
DailyNoteOptions:SetText(DailyNotes.L.DN_F_Q_OPTIONS)
end
DailyNotes.fct_compare={
-- count
function (a,b) return a[4]>b[4] end,
-- target
function (a,b) return false end,
-- name
function (a,b) return TEXT("Sys"..a[1].."_name")<TEXT("Sys"..b[1].."_name") end,
-- level
function (a,b) if DN_Options.showcharlevel then return a[2].rlvl>b[2].rlvl end return a[2].lvl>b[2].lvl end,
-- zone
function (a,b) return GetZoneLocalName(a[2].zone)<GetZoneLocalName(b[2].zone) end,
-- item
function (a,b) return DailyNotes.GetQuestItemName(a[2])<DailyNotes.GetQuestItemName(b[2]) end,
-- xp
function (a,b) return a[2].rew[1]>b[2].rew[1] end,
-- energy
function (a,b) return (a[2].rew[4] or 0)>(b[2].rew[4] or 0) end,
}
function DailyNotes.GetQuestItemName(qdata)
local itemid = next(qdata.items or {})
if itemid then return TEXT("Sys"..itemid.."_name") end
local mobid = next(qdata.mobs or {})
if mobid then return DailyNotes.GetNPCInfo(mobid) end
return ""
end
---------------------------------
function DailyNotes.UpdateList()
local filter = DailyNotes.BuildFilterFunction()
-- Get filtered list
DailyNotes.view_lines={}
local total_finished_count =0
for QID,qdata in pairs(DailyNotes.DB_Quests) do
local finished, itemcounts, count = DailyNotes.GetQuestItems_FromTempTable(qdata)
total_finished_count = total_finished_count + finished
if filter(QID,qdata) then
table.insert(DailyNotes.view_lines,{QID,qdata,finished,count,itemcounts})
end
end
-- Sort
if DN_Options.Sort and DN_Options.Sort<0 and DailyNotes.fct_compare[-DN_Options.Sort] then
table.sort(DailyNotes.view_lines, function (a,b) return DailyNotes.fct_compare[-DN_Options.Sort](b,a) end)
else
table.sort(DailyNotes.view_lines, DailyNotes.fct_compare[DN_Options.Sort] or DailyNotes.fct_compare[1])
end
-- Update view
if #DailyNotes.view_lines > MAX_LIST_ENTRIES then
DailyNotesListScrollBar:Show()
DailyNotesListScrollBar:SetMinMaxValues(0, #DailyNotes.view_lines-MAX_LIST_ENTRIES)
else
DailyNotesListScrollBar:Hide()
DailyNotesListScrollBar:SetMinMaxValues(0, 0)
end
-- Quests total; finished quest
DailyNotesListSize:SetText(#DailyNotes.view_lines.." / ".. DailyNotes.Quest_count)
DailyNotesFinAble:SetText(total_finished_count)
DailyNotes.UpdateListView()
end
function DailyNotes.GetQuestItems_FromTempTable(qudata)
if not qudata then return end
if not qudata.items then return 0,{},0 end
local itemcounts = {}
local max_completed=nil
local finish_able
local total=0
for iid,count in pairs(qudata.items) do
local icount = DailyNotes.item_counts[iid] or 0
itemcounts[iid] = icount
finish_able = math.floor(icount/count)
total = total + icount
if not max_completed or finish_able<max_completed then
max_completed = finish_able
end
end
return max_completed,itemcounts,total
end
function DailyNotes.BuildFilterFunction()
local filter = { "return function(QID,qdata)"}
DN_Options.filter = DN_Options.filter or {}
-- Zone
local nzone_filter = DN_Char_Options.FilterZone or -3
if nzone_filter == -3 then
nzone_filter = GetCurrentWorldMapID()
end
if nzone_filter~= -2 then
table.insert(filter,
string.format("if qdata.zone~=%i and qdata.zone~=DailyNotes.DB_Zones[%i] and %i~=DailyNotes.DB_Zones[qdata.zone] then return false end",
nzone_filter, nzone_filter, nzone_filter))
end
-- Undone
if DN_Options.filter.undone then
table.insert(filter,"if CheckQuest(QID)==1 or CheckQuest(QID)==2 then return false end")
end
-- level
local mlvl, slvl = Nyx.GetPlayerLevel()
if DN_Options.filter.main then
table.insert(filter,string.format("if qdata.rlvl>%i then return false end ", mlvl))
end
if DN_Options.filter.sec then
table.insert(filter, string.format("if qdata.lvl>%i and (qdata.rlvl>%i or qdata.lvl-10>%i) then return false end ",
slvl, mlvl,slvl))
end
-- type
table.insert(filter,"local typ = qdata.typ%10")
table.insert(filter,"local ispublic = (qdata.rew[4] and qdata.rew[4]>0)")
if not DN_Options.filter.repeatable then
table.insert(filter,"if typ==3 then return false end")
end
if not DN_Options.filter.epic then
table.insert(filter,"if typ==6 then return false end")
end
if not DN_Options.filter.public then
table.insert(filter,"if ispublic then return false end")
end
if not DN_Options.filter.daily then
table.insert(filter,"if not (typ==3 or typ==6 or ispublic) then return false end")
end
if not DN_Options.filter.energy then
table.insert(filter,"if qdata.rew[4]~=nil and qdata.rew[4]>0 then return false end")
end
if not DN_Options.filter.xp then
table.insert(filter,"if qdata.rew[1]>0 then return false end")
end
-- item count
if DN_Options.filter.finished or DN_Options.filter.started then
table.insert(filter,"local finished,_,count = DailyNotes.GetQuestItems_FromTempTable(qdata)")
if DN_Options.filter.finished then
table.insert(filter,"if finished==0 then return false end")
end
if DN_Options.filter.started then
table.insert(filter,"if count==0 then return false end")
end
end
table.insert(filter,"return true end")
local f,msg = loadstring(table.concat(filter," "))
assert(f,msg)
return f()
end
function DailyNotes.List_Header_OnClick(this)
local id = this:GetID()
DailyNotesListCountHeaderSortIcon:SetFile("");
DailyNotesListTargetHeaderSortIcon:SetFile("");
DailyNotesListLevelHeaderSortIcon:SetFile("");
DailyNotesListNameHeaderSortIcon:SetFile("");
DailyNotesListZoneHeaderSortIcon:SetFile("");
DailyNotesListItemHeaderSortIcon:SetFile("");
DailyNotesListREW1HeaderSortIcon:SetFile("");
DailyNotesListREW2HeaderSortIcon:SetFile("");
if(DN_Options.Sort == id or DN_Options.Sort == -id ) then
DN_Options.Sort = -DN_Options.Sort
else
DN_Options.Sort = id;
end
if DN_Options.Sort>0 then
getglobal(this:GetName() .. "SortIcon"):SetFile("Interface/chatframe/chatframe-scrollbar-buttondown")
else
getglobal(this:GetName() .. "SortIcon"):SetFile("Interface/chatframe/chatframe-scrollbar-buttonup")
end
DailyNotes.UpdateList()
end
----------------------------
function DailyNotes.OnShow()
DailyNotes.item_counts = Nyx.GetBagItemCounts()
-- set zone
local zone_text=""
local zonenum = DN_Char_Options.FilterZone or -3
if zonenum==-2 then zone_text=DailyNotes.L.ZONE_ALL
elseif zonenum==-3 then zone_text=DailyNotes.L.ZONE_CUR
else
if zonenum == 670 then
zone_text = DailyNotes.L.ZONE_YLAB
else
zone_text=GetZoneLocalName(zonenum)
end
end
UIDropDownMenu_SetSelectedName(DNFFilterZoneDropDown, zone_text)
DNFFilterZoneDropDownText:SetText(zone_text)
DailyNotesAutoQuest:SetChecked(DN_Char_Options.autoquest)
DailyNotes.UpdateAQButtons()
DailyNotes.UpdateList()
end
function DailyNotes.OnHide()
DailyNotes.view_lines=nil
DailyNotes.item_counts=nil
end
----------------------------
function DailyNotes.UpdateListView()
local index = DailyNotesListScrollBar:GetValue()
local mlvl = Nyx.GetPlayerLevel()
local button,QID,qdata,qname
for i = 1, MAX_LIST_ENTRIES do
button = getglobal("DailyNotesListItem"..i);
if DailyNotes.view_lines[index+i] then
QID = DailyNotes.view_lines[index+i][1]
qdata = DailyNotes.view_lines[index+i][2]
qname = TEXT("Sys"..QID.."_name")
buttonName = button:GetName();
local _,count, target = DailyNotes.MakeItemCountString(qdata,DailyNotes.view_lines[index+i][5])
_G[buttonName.."Counter"]:SetText(count)
_G[buttonName.."Target"]:SetText(target)
if not count and not target then
_G[buttonName.."Splitter"]:Hide()
else
_G[buttonName.."Splitter"]:Show()
end
if DN_Options.showcharlevel then
getglobal(buttonName.."Level"):SetText(qdata.rlvl)
else
getglobal(buttonName.."Level"):SetText(qdata.lvl)
end
getglobal(buttonName.."Name"):SetText(qname)
getglobal(buttonName.."Zone"):SetText(GetZoneLocalName(qdata.zone))
getglobal(buttonName.."Item"):SetText(DailyNotes.GetQuestItemName(qdata))
getglobal(buttonName.."REW1"):SetText(qdata.rew[1])
getglobal(buttonName.."REW2"):SetText(qdata.rew[4] or "")
-- icon
if (math.floor(qdata.typ/10)%2)==1 then
getglobal(buttonName.."IconOnce"):Show()
else
getglobal(buttonName.."IconOnce"):Hide()
end
local typ = qdata.typ%10
if typ==2 then getglobal(buttonName.."Icon"):SetTexCoord(0.25, 0.375,0,1) -- kill
elseif typ==4 then getglobal(buttonName.."Icon"):SetTexCoord(0.375,0.5, 0,1) -- gather
elseif typ==6 then getglobal(buttonName.."Icon"):SetTexCoord(0.626,0.76, 0,1) -- epic
else getglobal(buttonName.."Icon"):SetTexCoord(0.125,0.25, 0,1) -- normal
end
-- QuestStatus
local cq = CheckQuest(QID)
local icondone = getglobal(buttonName.."IconDone")
if cq==1 then
icondone:Show() -- open
icondone:SetTexCoord(0.5, 0.5625,0,1)
elseif cq==2 then
icondone:Hide() -- done
else
icondone:Show() -- not done
icondone:SetTexCoord(0.5625, 0.625,0,1)
end
-- color
r,g,b=1,1,1
if DailyNotes.view_lines[index+i][3]>0 then r,g,b=0,1,0 -- FINISHED
elseif DailyNotes.GetRequiredPreQuest(qdata) then r,g,b=1,0.3,0.3 -- PRE.QUEST
elseif DN_Options.debug and qdata.typ>20 then r,g,b=1,0,1 -- NEED TEST
elseif mlvl<qdata.rlvl then r,g,b=0.6,0.6,0.6
end
getglobal(buttonName.."Counter"):SetColor(r,g,b)
getglobal(buttonName.."Target"):SetColor(r,g,b)
getglobal(buttonName.."Level"):SetColor(r,g,b)
getglobal(buttonName.."Name"):SetColor(r,g,b)
getglobal(buttonName.."Zone"):SetColor(r,g,b)
getglobal(buttonName.."Item"):SetColor(r,g,b)
getglobal(buttonName.."REW1"):SetColor(r,g,b)
getglobal(buttonName.."REW2"):SetColor(r,g,b)
if DN_Char_Options.autoquest then
getglobal(buttonName.."Check"):Show()
getglobal(buttonName.."Check"):SetChecked(DailyNotes.SF_IsAnAutoQuest(QID))
else
getglobal(buttonName.."Check"):Hide()
end
button:Show()
else
button:Hide()
end
end
DailyNotes.List_UpdateDoAble()
if DailyNotes.cur_highlit then
local c = DailyNotes.cur_highlit
DailyNotes.List_Item_OnLeave(c)
DailyNotes.List_Item_OnEnter(c)
end
end
------------
-- List tooltip
function DailyNotes.List_Item_OnEnter(this)
if not DN_Options.TT_dialog then return end
DailyNotes.cur_highlit = this
local highlightText = getglobal(this:GetName().."Highlight")
highlightText:SetColor(1, 1, 0)
highlightText:Show()
local index = DailyNotesListScrollBar:GetValue() + this:GetID()
if not DailyNotes.view_lines[index] then return end
local QID = DailyNotes.view_lines[index][1]
local qdata = DailyNotes.view_lines[index][2]
DailyNotes.InDialogTT = true
-- Show the tooltip
GameTooltip:SetOwner(this, "ANCHOR_BOTTOMRIGHT", 0, -16)
--------------------------------
-- Quest with Item
if qdata.items then
local itemid,_ = next(qdata.items)
GameTooltip.QID = QID
GameTooltip:SetHyperLink( Nyx.CreateItemLink( itemid ) )
GameTooltip:Show()
GameTooltip.QID = nil
--------------------------------
-- Quest with Mobs
elseif qdata.mobs then
GameTooltip:SetText("")
local first=true
for mobid,mobcount in pairs(qdata.mobs or {}) do
if first then
GameTooltip:SetText(DailyNotes.GetNPCInfo(mobid))
GameTooltip:AddLine("")
first = nil
else
GameTooltip:AddLine("+ " .. DailyNotes.GetNPCInfo(mobid))
end
local qtaker = DailyNotes.GetQuestTaker(qdata)
GameTooltip:AddLine(string.format(DailyNotes.L.KILLCOUNT, mobcount, DailyNotes.GetNPCInfo(qtaker))) -- "10 for taker"
end
DailyNotes.AppendQuestName(GameTooltip, QID, qdata)
DailyNotes.AppendQuestNPC(GameTooltip, qdata)
DailyNotes.AppendQuestText(GameTooltip, QID)
DailyNotes.AppendReward(GameTooltip, qdata)
DailyNotes.AppendPrequest(GameTooltip, qdata)
DailyNotes.AppendInvolvedMobs(GameTooltip, qdata)
-- Debug flag
if DN_Options.debug and qdata.typ>20 then
GameTooltip:AddLine( "|cffff0000(--UNTESTED-- Plz report)")
end
GameTooltip:Show()
--------------------------------
-- No mob or item
else
GameTooltip:SetText("")
DailyNotes.AppendQuestName(GameTooltip, QID, qdata)
DailyNotes.AppendQuestNPC(GameTooltip, qdata)
DailyNotes.AppendQuestText(GameTooltip, QID)
DailyNotes.AppendReward(GameTooltip, qdata)
DailyNotes.AppendPrequest(GameTooltip, qdata)
GameTooltip:Show()
-- Debug flag
if DN_Options.debug and qdata.typ>20 then
GameTooltip:AddLine( "|cffff0000(--UNTESTED-- Plz report)")
end
end
DailyNotes.InDialogTT = nil
end
function DailyNotes.List_Item_OnLeave(this)
DailyNotes.cur_highlit = nil
local highlightText = getglobal(this:GetName().."Highlight")
highlightText:SetColor(1, 1, 1)
highlightText:Hide()
GameTooltip:Hide()
end
------------
-- List Context menu
function DailyNotes.List_Item_OnClick(this, key)
if( key == "RBUTTON" or key == "LBUTTON")then
GameTooltip:Hide()
DNFrameItemMenu.ItemIndex = DailyNotesListScrollBar:GetValue() + this:GetID()
local QID = DailyNotes.view_lines[DNFrameItemMenu.ItemIndex][1]
ToggleDropDownMenu(DNFrameItemMenu, 1,TEXT("Sys"..QID.."_name"),"cursor", 1 ,1 );
end
end
function DailyNotes.ContextFindNPC( id )
ShowUIPanel( NpcTrackFrame )
NpcTrackFrame_InitializeNpcList(id)
NpcTrackFrame:ResetFrameOrder()
--NpcTrackFrame_QuickTrackByNpcID(id)
end
function DailyNotes.ShowContextMenu( this )
local info = {};
if( UIDROPDOWNMENU_MENU_LEVEL == 1 and this.ItemIndex ) then
local QID = DailyNotes.view_lines[this.ItemIndex][1]
local qdata = DailyNotes.view_lines[this.ItemIndex][2]
-- Start NPC
local qtaker = DailyNotes.GetQuestTaker(qdata)
local last_start = nil
local givers = qdata.giver or {}
if type(givers)=="number" then givers={givers} end
for _,value in ipairs(givers) do
local n_name,n_map,n_posx,n_posy = DailyNotes.GetNPCInfo(value)
if n_name ~= last_start then
if value == qtaker then
qtaker = nil
info = {}
info.text = DailyNotes.L.FIND_NPC..n_name
info.notCheckable = 1
info.func = function() DailyNotes.ContextFindNPC( value ) end
info.value = 1
UIDropDownMenu_AddButton(info)
else
info = {}
info.text = DailyNotes.L.FIND_START..n_name
info.notCheckable = 1
info.func = function() DailyNotes.ContextFindNPC( value ) end
info.value = 1
UIDropDownMenu_AddButton(info)
end
last_start = n_name
end
end
for mobid,val in pairs(qdata.mobs or {}) do
if mobid and type(mobid)=="number" and ( NpcTrack_SearchNpcByDBID( mobid ) >0 )then
local _, n_name, _, _, _ = NpcTrack_GetNpc(1)
info = {}
info.text = DailyNotes.L.FIND_MOB..n_name
info.notCheckable = 1
info.func = function() DailyNotes.ContextFindNPC( mobid ) end
info.value = 1
UIDropDownMenu_AddButton(info)
end
end
-- reward npc
if qtaker then
local n_name,n_map,n_posx,n_posy = DailyNotes.GetNPCInfo(qtaker)
info = {}
info.text = DailyNotes.L.FIND_END..n_name
info.notCheckable = 1
info.func = function() DailyNotes.ContextFindNPC( qtaker ) end
info.value = 1
UIDropDownMenu_AddButton(info)
end
info = {}
info.text = TEXT("C_CANCEL")
info.notCheckable = 1
info.func = function() end
info.value = 6
UIDropDownMenu_AddButton(info)
end
end
------------
-- zone filter
function DailyNotes.FZoneDropDown_OnLoad(this)
UIDropDownMenu_SetWidth(this, 100)
UIDropDownMenu_Initialize(this, DailyNotes.FZoneDropDown_Show)
end
local function IsInZone(zone, parent)
if zone==parent then return true end
local p = DailyNotes.DB_Zones[zone]
if not p then return false end
if p==parent then return true end
return IsInZone(p, parent)
end
function DailyNotes.FZoneDropDown_Show()
local info
local zonenum = DN_Char_Options.FilterZone or -3
if( UIDROPDOWNMENU_MENU_LEVEL == 1 ) then
info = {}
info.func = DailyNotes.FilterZoneDropDown_Click
info.text = DailyNotes.L.ZONE_ALL
info.value = -2
info.textR = 1
info.textG = 1
info.textB = 0
info.checked = zonenum==info.value
UIDropDownMenu_AddButton(info)
info = {}
info.func = DailyNotes.FilterZoneDropDown_Click
info.text = DailyNotes.L.ZONE_CUR
info.value = -3
info.textR = 1
info.textG = 1
info.textB = 0
info.checked = zonenum==info.value
UIDropDownMenu_AddButton(info)
info = {}
info.text = TEXT("ZONE_YGGNO LAND")
info.hasArrow = 1
info.value = 9998
info.checked = zonenum==info.value
UIDropDownMenu_AddButton(info)
info = {}
info.text = TEXT("ZONE_SAVILLEPLAINS")
info.hasArrow = 1
info.value = 9997
info.checked = zonenum==info.value
UIDropDownMenu_AddButton(info)
info = {}
info.text = TEXT("SC_BALANZASAR")
info.hasArrow = 1
info.value = 9996
info.checked = zonenum==info.value
UIDropDownMenu_AddButton(info)
info = {}
info.text = TEXT("SC_GDDR_00")
info.hasArrow = 1
info.value = 9995
info.checked = zonenum==info.value
UIDropDownMenu_AddButton(info)
info = {}
info.text = TEXT("ZONE_KOLYDIA")
info.hasArrow = 1
info.value = 9994
info.checked = zonenum==info.value
UIDropDownMenu_AddButton(info)
info = {}
info.text = TEXT("UI_WORLDMAP_OTHER")
info.hasArrow = 1
info.value = 9999
info.checked = zonenum==info.value
UIDropDownMenu_AddButton(info)
elseif( UIDROPDOWNMENU_MENU_LEVEL == 2 ) then
local p_zone = UIDROPDOWNMENU_MENU_VALUE
local zones={}
local zones_in={}
for _,d in pairs(DailyNotes.DB_Quests) do
if not zones_in[d.zone] and IsInZone(d.zone, p_zone) then
zones_in[d.zone]=1
table.insert(zones,{d.zone,GetZoneLocalName(d.zone) or ""})
end
end
-- ystra-lab
if p_zone==9998 then
table.insert(zones,{670,DailyNotes.L.ZONE_YLAB})
end
table.sort(zones,function (a,b) return a[2]<b[2] end)
for _,n in ipairs(zones) do
info = {}
info.func = DailyNotes.FilterZoneDropDown_Click
info.text = n[2]
info.value= n[1]
info.checked = zonenum==info.value
UIDropDownMenu_AddButton(info,2)
end
end
end
function DailyNotes.FilterZoneDropDown_Click(button)
UIDropDownMenu_SetSelectedValue(DNFFilterZoneDropDown, button.value)
DNFFilterZoneDropDownText:SetText(button:GetText())
DN_Char_Options.FilterZone = button.value
DailyNotes.UpdateList()
CloseDropDownMenus()
end
function DailyNotes.FilterOptionsMenu_OnLoad(this)
UIDropDownMenu_Initialize( this, DailyNotes.FilterOptionsMenu_OnShow, "MENU")
end
function DailyNotes.FilterOptionsMenu_OnShow(this)
local function add(value,title,tooltip)
local info = {}
info.value=value
info.text = title
info.tooltipText = tooltip
info.checked = DN_Options.filter[info.value]
info.func = DailyNotes.FilterOptionsMenu_OnClick
info.keepShownOnClick = 1
UIDropDownMenu_AddButton(info, 1)
end
if UIDROPDOWNMENU_MENU_LEVEL == 1 then
local seperator = {}
seperator.text = '---------------'
seperator.isTitle = 1
add("main", DailyNotes.L.F_MAINCHAR, DailyNotes.L.T_LVL1)
add("sec", DailyNotes.L.F_SECCHAR, DailyNotes.L.T_LVL2)
UIDropDownMenu_AddButton(seperator, 1)
add("finished", DailyNotes.L.COUNT_FIN)
add("started", DailyNotes.L.COUNT_START)
UIDropDownMenu_AddButton(seperator, 1)
add("repeatable", DailyNotes.L.REPEATABLE)
add("epic", DailyNotes.L.EPIC)
add("daily", DailyNotes.L.DAILY)
add("public", DailyNotes.L.PUBLIC)
UIDropDownMenu_AddButton(seperator, 1)
add("undone", DailyNotes.L.UNDONE)
UIDropDownMenu_AddButton(seperator, 1)
add("energy", DailyNotes.L.FILTER_ENERGY)
add("xp", DailyNotes.L.FILTER_XP)
UIDropDownMenu_AddButton(seperator, 1)
local info = {}
info.text = DailyNotes.L.FILTER_CLEAR
info.textR = 1
info.textG = 1
info.textB = 0.5
info.func = function ()
DN_Options.filter = { repeatable=true, epic=true, daily=true, public=true, energy=true, xp=true}
DailyNotes.UpdateList()
end
UIDropDownMenu_AddButton(info, 1)
end
end
function DailyNotes.FilterOptionsMenu_Validate(hint)
local function are_all_disable(group)
for _,opt in ipairs(group) do
if DN_Options.filter[opt] then
return false
end
end
return true
end
local groups= {
{"repeatable","epic","daily","public"},
--{"energy", "xp"},
}
local changed=false
for _,group in ipairs(groups) do
if are_all_disable(group) then
for _,opt in ipairs(group) do
if opt ~= hint then
DN_Options.filter[opt] = true
changed = true
end
end
end
end
return changed
end
function DailyNotes.FilterOptionsMenu_OnClick(button)
if button.value then
DN_Options.filter[button.value] = not DN_Options.filter[button.value]
if DailyNotes.FilterOptionsMenu_Validate(button.value)then
button:GetParent():Hide()
end
DailyNotes.UpdateList()
end
end
------------
-- AutoQuest
function DailyNotes.AutoQuest(btn)
DN_Char_Options.autoquest = DailyNotesAutoQuest:IsChecked()
DailyNotes.UpdateAQButtons()
DailyNotes.UpdateListView()
end
function DailyNotes.UpdateAQButtons()
if DN_Char_Options.autoquest then
DailyNoteAQClear:Show()
DailyNoteAQAll:Show()
DailyNoteAQKill:Show()
DailyNoteAQGather:Show()
DailyNoteAQKill:UnlockPushed()
DailyNoteAQGather:UnlockPushed()
-- check for 'all kill' and 'all gather'
DailyNotes.AQ_AllKillMarked=1
DailyNotes.AQ_AllGatherMarked=1
if DN_Char_Options.aq_accept then
for QID,qdata in pairs(DailyNotes.DB_Quests) do
if (qdata.typ%10)==2 then
DailyNotes.AQ_AllKillMarked = DN_Char_Options.aq_accept[QID] and DailyNotes.AQ_AllKillMarked
elseif (qdata.typ%10)==4 then
DailyNotes.AQ_AllGatherMarked = DN_Char_Options.aq_accept[QID] and DailyNotes.AQ_AllGatherMarked
end
end
else
DailyNotes.AQ_AllKillMarked=nil
DailyNotes.AQ_AllGatherMarked=nil
end
if DailyNotes.AQ_AllKillMarked then DailyNoteAQKill:LockPushed() end
if DailyNotes.AQ_AllGatherMarked then DailyNoteAQGather:LockPushed() end
else
DailyNoteAQClear:Hide()
DailyNoteAQAll:Hide()
DailyNoteAQKill:Hide()
DailyNoteAQGather:Hide()
end
end
function DailyNotes.AutoQuestSetCheck(btn,ischecked)
local index = DailyNotesListScrollBar:GetValue() + btn:GetID()
local QID = DailyNotes.view_lines[index][1]
if QID then
DN_Char_Options.aq_accept = DN_Char_Options.aq_accept or {}
if ischecked then
DN_Char_Options.aq_accept[QID] = 1
else
DN_Char_Options.aq_accept[QID] = nil
end
DailyNotes.UpdateAQButtons()
end
end
function DailyNotes.AutoQuestClear()
DN_Char_Options.aq_accept={}
DailyNotes.MarkAutoQuests(function() return false end)
end
function DailyNotes.AutoQuestSelectAll()
DN_Char_Options.aq_accept={}
DailyNotes.MarkAutoQuests(function() return true end, true)
end
function DailyNotes.AutoQuestSelectKill()
local m = not DailyNotes.AQ_AllKillMarked
if not m then m=nil end
DailyNotes.MarkAutoQuests(function(qdata) return (qdata.typ%10)==2 end, m)
end
function DailyNotes.AutoQuestSelectGather()
local m = not DailyNotes.AQ_AllGatherMarked
if not m then m=nil end
DailyNotes.MarkAutoQuests(function(qdata) return (qdata.typ%10)==4 end, m)
end
function DailyNotes.MarkAutoQuests(filter_fct, mark)
local accept_list = DN_Char_Options.aq_accept or {}
for QID,qdata in pairs(DailyNotes.DB_Quests) do
if filter_fct(qdata) then
accept_list[QID]= mark
end
end
DN_Char_Options.aq_accept = accept_list
DailyNotes.UpdateAQButtons()
DailyNotes.UpdateListView()
end
------------
-- Daily counter
function DailyNotes.QUEST_MSG_DAILYRESET()
DailyNotes.List_UpdateDoAble()
end
function DailyNotes.QUEST_MSG_DAILY_OVERDONE()
DailyNotes.List_UpdateDoAble()
end
function DailyNotes.RESET_QUESTTRACK()
DailyNotes.List_UpdateDoAble()
end
function DailyNotes.List_UpdateDoAble()
local done , dmax2 = Daily_count()
if done<DailyNotes.Last_daily_count and done<dmax2 then
SendSystemMsg(DailyNotes.L.DAILIES_RESET)
DEFAULT_CHAT_FRAME:AddMessage(DailyNotes.L.DAILIES_RESET, 1,1,0.4)
end
DailyNotes.Last_daily_count = done
DailyNotesDoAble:SetText(done.."/"..dmax2)
end
-----------------------------------------------------------------------
-- Configuration Dialog
-----------------------------------------------------------------------
local function Set_CB(frame, option, text, tooltip)
local text = (text and DailyNotes.L[text]) or text
_G[frame:GetName().."Text"]:SetText(text)
frame.ToolTip = tooltip and DailyNotes.L[tooltip]
frame.option = option
end
function DailyNotes.Config_OptionOnEnter(this)
if this.ToolTip then
GameTooltip:SetOwner(this, "ANCHOR_BOTTOMRIGHT", 4, 0)
GameTooltip:SetText("")
GameTooltip:AddLine(this.ToolTip)
GameTooltip:DelayShow()
end
end
function DailyNotes.Config_OptionOnLeave()
GameTooltip:DelayHide()
end
function DailyNotes.Config_OptionOnShow(this)
this:SetChecked(DN_Options[this.option])
end
function DailyNotes.Config_OptionOnClick(this)
DN_Options[this.option] = this:IsChecked()
DailyNotes.Config_Save()
end
function DailyNotes.Config_OnLoad(this)
_G[this:GetName() .."Title"]:SetText(DailyNotes.L.CFG_TITLE)
Set_CB(DailyNotesCharLevel,"showcharlevel", "CFG_CHARLVL", "T_CHARLVL")
Set_CB(DailyNotesTaker,"takefilter", "DN_CFG_TAKER", "T_TAKER")
Set_CB(DailyNotesVerbose,"verbose", "DN_CFG_VERBOSE", "T_VERBOSE")
Set_CB(DailyNotesVerboseQuest,"verbose_quest", "DN_CFG_VERBOSE_QUEST", "T_VERBOSE_QUEST")
Set_CB(DailyNotesCounterDisplay,"itemcount", "DN_CFG_COUNTER", "T_COUNTER")
Set_CB(DailyNotesCounterDQ,"dqionly", "DN_CFG_DQ_ONLY", "T_DQ_ONLY")
Set_CB(DailyNotesTT_Mobs,"TT_mobs", "CFG_TT_MOBS", "T_TT_MOBS")
Set_CB(DailyNotesTT_Items,"TT_items", "CFG_TT_ITEMS", "T_TT_ITEMS")
Set_CB(DailyNotesTT_Dialog,"TT_dialog", "CFG_TT_DIALOG", "T_TT_DIALOG")
Set_CB(DailyNotesZbagHook,"ZBag_Hook", "CFG_ZBAGHOOK", "T_ZBAGHOOK")
Set_CB(DailyNotesUndoneQuests,"mark_undone_quests", "CFG_UNDONEQUEST", "T_UNDONEQUEST")
Set_CB(DailyNotesDebug,"debug", "Debug-Version")
UIPanelBackdropFrame_SetTexture( this, "Interface/Common/PanelCommonFrame", 256 , 256 )
end
function DailyNotes.Show_Options()
DailyNotes.Config_Load()
ToggleUIFrame(DailyNotesConfigFrame)
end
function DailyNotes.Config_Load()
DNConfigFrame2Reset:SetText(DailyNotes.L.DN_CFG_RESET)
if DN_Options.itemcount then
DailyNotesCounterDQ:Enable()
else
DailyNotesCounterDQ:Disable()
end
if Nyx.VersionToNumber( ZBAG_VERSION ) > 13000 then
DailyNotesZbagHook:Show()
else
DailyNotesZbagHook:Hide()
end
--[===[@debug@
DailyNotesDebug:Show()
--@end-debug@]===]
end
function DailyNotes.Config_Save()
DailyNotes.EnableUnitTooltip(DN_Options.TT_mobs)
DailyNotes.EnableLootMessage(DN_Options.itemcount)
if DN_Options.itemcount then
DailyNotesCounterDQ:Enable()
else
DailyNotesCounterDQ:Disable()
end
if DailyNotesFrame:IsVisible() then
DailyNotes.UpdateListView()
end
end
function DailyNotes.Config_Clear()
StaticPopupDialogs["DN_CONFIG_CLEAR"] = {
text = DailyNotes.L.CONFIG_CLEAR,
button1 = TEXT("ACCEPT"),
button2 = TEXT("CANCEL"),
OnAccept = function ()
DailyNotes.Config_Reset()
DailyNotes.Config_Load()
if DailyNotesFrame:IsVisible() then
DailyNotes.OnShow()
end
end,
timeout = 0,
hideOnEscape = 1
}
StaticPopup_Show( "DN_CONFIG_CLEAR" );
end
|
--- @module fimbul.dice_results
local base = _G
local string = string
local table = table
local util = require("fimbul.util")
local dice_result = require("fimbul.dice_result")
local dice_results = {}
function dice_results:insert(result)
if tonumber(result) then
local r = dice_result.new(result)
table.insert(self.results, r)
else
table.insert(self.results, result)
end
end
function dice_results:evaluate()
local result = 0
for _,r in base.ipairs(self.results) do
result = result + r:evaluate()
end
return result
end
function dice_results:__tostring()
local str = ""
for _,r in base.ipairs(self.results) do
str = str .. base.tostring(r) .. " + "
end
if str == "" then
return str
else
return string.sub(str, 1, -4)
end
end
function dice_results:amount()
local c = 0
for _,r in base.ipairs(self.results) do
if r.counts then
c = c + 1
end
end
return c
end
function dice_results:drop_all()
for _, r in base.ipairs(self.results) do
r:drop()
end
end
function dice_results:use_all()
for _, r in base.ipairs(self.results) do
r:use()
end
end
function dice_results:drop_lowest(amount)
local cp
if not amount or amount <= 0 then
return
end
-- Optimise: If we are supposed to drop all do that instead.
if amount >= self:amount() then
self:drop_all()
end
local compare = function (a, b)
if not a.counts then
return true
elseif not b.counts then
return false
else
return (a > b)
end
end
for i = 1, amount do
local index, value = util.min(self.results, compare)
self.results[index]:drop()
end
end
function dice_results:keep_highest(amount)
if not amount or amount <= 0 then
return
end
self:drop_lowest(self:amount() - amount)
end
function dice_results:new()
local s = {}
setmetatable(s, self)
self.__index = self
s.results = {}
return s
end
return dice_results
|
local IDrawable = require("api.gui.IDrawable")
local ILayer = class.interface("ILayer", { relayout = "function" }, { IDrawable })
ILayer.DEFAULT_Z_ORDER = 100000
function ILayer:default_z_order()
return nil
end
function ILayer:release()
end
function ILayer:on_hotload_layer()
end
return ILayer
|
local Modules = game:GetService("Players").LocalPlayer.PlayerGui.AvatarEditorInGame.Modules
local Roact = require(Modules.Common.Roact)
local RoactRodux = require(Modules.Common.RoactRodux)
local UIBlox = require(Modules.Packages.UIBlox)
local Color = require(Modules.Common.Color)
local SetBodyColors = require(Modules.AvatarExperience.AvatarEditor.Actions.SetBodyColors)
local ImageSetLabel = UIBlox.Core.ImageSet.Label
local Images = UIBlox.App.ImageSet.Images
local withStyle = UIBlox.Style.withStyle
local BodyColor = Roact.PureComponent:extend("BodyColor")
local CHECKMARK_IMAGE = Images["icons/actions/selectOn"]
local CHECKMARK_SIZE = 30
local BORDER_SIZE = 2
-- Return the bodyColor value if all parts of the humanoid are using the same color, otherwise return nil
function BodyColor:getSameBodyColor()
local bodyColors = self.props.bodyColors
local bodyColor = nil
for _, value in pairs(bodyColors) do
if bodyColor == nil then
bodyColor = value
elseif bodyColor ~= value then
return nil
end
end
return bodyColor
end
function BodyColor:render()
return withStyle(function(stylePalette)
local theme = stylePalette.Theme
local setBodyColors = self.props.setBodyColors
local brickId = self.props.brickId
local brickColor = self.props.brickColor
local currentBodyColor = self:getSameBodyColor()
local equippedFrame = nil
-- Determine if this color should have the "equipped" frame
if currentBodyColor == brickId then
equippedFrame = Roact.createElement("Frame", {
AnchorPoint = Vector2.new(0.5, 0.5),
Position = UDim2.new(0.5, 0, 0.5, 0),
Size = UDim2.new(0.8, 0, 0.8, 0),
BackgroundTransparency = theme.Overlay.Transparency,
BackgroundColor3 = theme.Overlay.Color,
BorderSizePixel = 0,
}, {
UICorner = Roact.createElement("UICorner", {
CornerRadius = UDim.new(0.5, 0),
}),
Checkmark = Roact.createElement(ImageSetLabel, {
AnchorPoint = Vector2.new(0.5, 0.5),
Position = UDim2.new(0.5, 0, 0.5, 0),
Size = UDim2.new(0, CHECKMARK_SIZE, 0, CHECKMARK_SIZE),
BackgroundTransparency = 1,
Image = CHECKMARK_IMAGE,
ImageColor3 = theme.ContextualPrimaryContent.Color,
ImageTransparency = theme.ContextualPrimaryContent.Transparency,
})
})
end
return Roact.createElement("Frame", {
Size = UDim2.new(1, 0, 1, 0),
BackgroundTransparency = 1,
}, {
BodyColor = Roact.createElement("TextButton", {
Size = UDim2.new(1, 0, 1, 0),
BackgroundTransparency = 0,
BackgroundColor3 = Color.Color3FromHex(brickColor),
Text = "",
BorderSizePixel = 0,
AutoButtonColor = false,
ZIndex = 2,
-- Update the store when this color has been picked.
[Roact.Event.Activated] = function(rbx)
if currentBodyColor ~= brickId then
local bodyColors = {
["headColorId"] = brickId,
["leftArmColorId"] = brickId,
["leftLegColorId"] = brickId,
["rightArmColorId"] = brickId,
["rightLegColorId"] = brickId,
["torsoColorId"] = brickId,
}
setBodyColors(bodyColors)
end
end
}, {
UICorner = Roact.createElement("UICorner", {
CornerRadius = UDim.new(0.5, 0),
}),
EquippedFrame = equippedFrame
}),
Border = Roact.createElement("Frame", {
Size = UDim2.new(1, BORDER_SIZE, 1, BORDER_SIZE),
Position = UDim2.fromScale(0.5, 0.5),
AnchorPoint = Vector2.new(0.5, 0.5),
BackgroundColor3 = theme.Divider.Color,
BackgroundTransparency = theme.Divider.Transparency,
BorderSizePixel = 0,
ZIndex = 1,
}, {
UICorner = Roact.createElement("UICorner", {
CornerRadius = UDim.new(0.5, 0),
}),
})
})
end)
end
return RoactRodux.connect(
function(state, props)
return {
bodyColors = state.AvatarExperience.AvatarEditor.Character.BodyColors,
}
end,
function(dispatch)
return {
setBodyColors = function(bodyColors)
dispatch(SetBodyColors(bodyColors))
end,
}
end
)(BodyColor)
|
local PrVeh = "prop_vehicle_jeep"
local Cat = "TDM Cars"
local V = {
Name = "Lamborghini Diablo",
Class = PrVeh,
Category = Cat,
Author = "TheDanishMaster, Turn 10",
Information = "A drivable Lamborghini Diablo by TheDanishMaster",
Model = "models/tdmcars/lambo_diablo.mdl",
KeyValues = {
vehiclescript = "scripts/vehicles/TDMCars/diablo.txt"
}
}
list.Set("Vehicles", "diablotdm", V)
local V = {
Name = "Lamborghini Gallardo",
Class = PrVeh,
Category = Cat,
Author = "TheDanishMaster, freemmaann, Turn 10",
Information = "A drivable Lamborghini Gallardo by TheDanishMaster",
Model = "models/tdmcars/gallardo.mdl",
KeyValues = {
vehiclescript = "scripts/vehicles/TDMCars/gallardo.txt"
}
}
list.Set("Vehicles", "gallardotdm", V)
local V = {
Name = "Lamborghini Gallardo LP570-4 Spyder Performante",
Class = PrVeh,
Category = Cat,
Author = "TheDanishMaster, Turn 10",
Information = "A drivable Lamborghini Gallardo LP570-4 Spyder Performante by TheDanishMaster",
Model = "models/tdmcars/lam_gallardospyd.mdl",
KeyValues = {
vehiclescript = "scripts/vehicles/tdmcars/gallardospyd.txt"
}
}
list.Set("Vehicles", "gallardospydtdm", V)
local V = {
Name = "Lamborghini Miura P400",
Class = PrVeh,
Category = Cat,
Author = "TheDanishMaster, Turn 10",
Information = "A drivable Lamborghini Miura P400 by TheDanishMaster",
Model = "models/tdmcars/lam_miura_p400.mdl",
KeyValues = {
vehiclescript = "scripts/vehicles/tdmcars/lam_miura_p400.txt"
}
}
list.Set("Vehicles", "miurap400tdm", V)
local V = {
Name = "Lamborghini Miura Concept",
Class = PrVeh,
Category = Cat,
Author = "TheDanishMaster, Turn 10",
Information = "A drivable Lamborghini Miura Concept by TheDanishMaster",
Model = "models/tdmcars/lambo_miuracon.mdl",
KeyValues = {
vehiclescript = "scripts/vehicles/tdmcars/miuracon.txt"
}
}
list.Set("Vehicles", "miuracontdm", V)
local V = {
Name = "Lamborghini Murcielago",
Class = PrVeh,
Category = Cat,
Author = "TheDanishMaster, Turn 10",
Information = "A drivable Lamborghini Murcielago by TheDanishMaster",
Model = "models/tdmcars/murcielago.mdl",
KeyValues = {
vehiclescript = "scripts/vehicles/TDMCars/murcielago.txt"
}
}
list.Set( "Vehicles", "murcielagotdm", V )
local V = {
Name = "Lamborghini Murcielago LP 670-4 SV",
Class = PrVeh,
Category = Cat,
Author = "TheDanishMaster, Turn 10",
Information = "A drivable Lamborghini Murcielago LP 670-4 SV by TheDanishMaster",
Model = "models/tdmcars/lambo_murcielagosv.mdl",
KeyValues = {
vehiclescript = "scripts/vehicles/tdmcars/murcielagosv.txt"
}
}
list.Set("Vehicles", "murcielagosvtdm", V)
local V = {
Name = "Lamborghini Reventon Roadster",
Class = PrVeh,
Category = Cat,
Author = "TheDanishMaster, Turn 10",
Information = "A drivable Lamborghini Reventon Roadster by TheDanishMaster",
Model = "models/tdmcars/reventon_roadster.mdl",
KeyValues = {
vehiclescript = "scripts/vehicles/TDMCars/reventonr.txt"
}
}
list.Set("Vehicles", "reventonrtdm", V)
|
nut.item = nut.item or {}
nut.item.list = nut.item.list or {}
nut.item.base = nut.item.base or {}
nut.item.instances = nut.item.instances or {}
nut.item.inventories = nut.item.inventories or {
[0] = {}
}
nut.item.inventoryTypes = nut.item.inventoryTypes or {}
nut.util.include("nutscript/gamemode/core/meta/sh_item.lua")
-- Declare some supports for logic inventory
local zeroInv = nut.item.inventories[0]
function zeroInv:getID()
return 0
end
-- WARNING: You have to manually sync the data to client if you're trying to use item in the logical inventory in the vgui.
function zeroInv:add(uniqueID, quantity, data)
quantity = quantity or 1
if (quantity > 0) then
if (!isnumber(uniqueID)) then
if (quantity > 1) then
for i = 1, quantity do
self:add(uniqueID, 1, data)
end
return
end
local itemTable = nut.item.list[uniqueID]
if (!itemTable) then
return false, "invalidItem"
end
nut.item.instance(0, uniqueID, data, x, y, function(item)
self[item:getID()] = item
end)
return nil, nil, 0
end
else
return false, "notValid"
end
end
function nut.item.instance(index, uniqueID, itemData, x, y, callback)
if (!uniqueID or nut.item.list[uniqueID]) then
nut.db.insertTable({
_invID = index,
_uniqueID = uniqueID,
_data = itemData,
_x = x,
_y = y
}, function(data, itemID)
local item = nut.item.new(uniqueID, itemID)
if (item) then
item.data = itemData or {}
item.invID = index
if (callback) then
callback(item)
end
if (item.onInstanced) then
item:onInstanced(index, x, y, item)
end
end
end, "items")
else
ErrorNoHalt("[NutScript] Attempt to give an invalid item! ("..(uniqueID or "nil")..")\n")
end
end
function nut.item.registerInv(invType, w, h, isBag)
nut.item.inventoryTypes[invType] = {w = w, h = h}
if (isBag) then
nut.item.inventoryTypes[invType].isBag = invType
end
return nut.item.inventoryTypes[invType]
end
function nut.item.newInv(owner, invType, callback)
local invData = nut.item.inventoryTypes[invType] or {w = 1, h = 1}
nut.db.insertTable({
_invType = invType,
_charID = owner
}, function(data, invID)
local inventory = nut.item.createInv(invData.w, invData.h, invID)
inventory.invType = invType
if (owner and owner > 0) then
for k, v in ipairs(player.GetAll()) do
if (v:getChar() and v:getChar():getID() == owner) then
inventory:setOwner(owner)
inventory:sync(v)
break
end
end
end
if (callback) then
callback(inventory)
end
end, "inventories")
end
function nut.item.get(identifier)
return nut.item.base[identifier] or nut.item.list[identifier]
end
function nut.item.getInv(invID)
return nut.item.inventories[invID]
end
function nut.item.load(path, baseID, isBaseItem)
local uniqueID = path:match("sh_([_%w]+)%.lua")
if (uniqueID) then
uniqueID = (isBaseItem and "base_" or "")..uniqueID
nut.item.register(uniqueID, baseID, isBaseItem, path)
else
if (!path:find(".txt")) then
ErrorNoHalt("[NutScript] Item at '"..path.."' follows invalid naming convention!\n")
end
end
end
function nut.item.register(uniqueID, baseID, isBaseItem, path, luaGenerated)
local meta = nut.meta.item
if (uniqueID) then
ITEM = (isBaseItem and nut.item.base or nut.item.list)[uniqueID] or setmetatable({}, meta)
ITEM.desc = "noDesc"
ITEM.uniqueID = uniqueID
ITEM.base = baseID
ITEM.isBase = isBaseItem
ITEM.hooks = ITEM.hooks or {}
ITEM.postHooks = ITEM.postHooks or {}
ITEM.functions = ITEM.functions or {}
ITEM.functions.drop = ITEM.functions.drop or {
tip = "dropTip",
icon = "icon16/world.png",
onRun = function(item)
item:transfer()
return false
end,
onCanRun = function(item)
return (!IsValid(item.entity) and !item.noDrop)
end
}
ITEM.functions.take = ITEM.functions.take or {
tip = "takeTip",
icon = "icon16/box.png",
onRun = function(item)
local status, result = item.player:getChar():getInv():add(item.id)
if (!status) then
item.player:notify(result)
return false
else
if (item.data) then -- I don't like it but, meh...
for k, v in pairs(item.data) do
item:setData(k, v)
end
end
end
end,
onCanRun = function(item)
return IsValid(item.entity)
end
}
local oldBase = ITEM.base
if (ITEM.base) then
local baseTable = nut.item.base[ITEM.base]
if (baseTable) then
for k, v in pairs(baseTable) do
if (ITEM[k] == nil) then
ITEM[k] = v
end
ITEM.baseTable = baseTable
end
local mergeTable = table.Copy(baseTable)
ITEM = table.Merge(mergeTable, ITEM)
else
ErrorNoHalt("[NutScript] Item '"..ITEM.uniqueID.."' has a non-existent base! ("..ITEM.base..")\n")
end
end
if (PLUGIN) then
ITEM.plugin = PLUGIN.uniqueID
end
if (!luaGenerated and path) then
nut.util.include(path)
end
if (ITEM.base and oldBase != ITEM.base) then
local baseTable = nut.item.base[ITEM.base]
if (baseTable) then
for k, v in pairs(baseTable) do
if (ITEM[k] == nil) then
ITEM[k] = v
end
ITEM.baseTable = baseTable
end
local mergeTable = table.Copy(baseTable)
ITEM = table.Merge(mergeTable, ITEM)
else
ErrorNoHalt("[NutScript] Item '"..ITEM.uniqueID.."' has a non-existent base! ("..ITEM.base..")\n")
end
end
ITEM.width = ITEM.width or 1
ITEM.height = ITEM.height or 1
ITEM.category = ITEM.category or "misc"
if (ITEM.onRegistered) then
ITEM:onRegistered()
end
(isBaseItem and nut.item.base or nut.item.list)[ITEM.uniqueID] = ITEM
if (luaGenerated) then
return ITEM
else
ITEM = nil
end
else
ErrorNoHalt("[NutScript] You tried to register an item without uniqueID!\n")
end
end
function nut.item.loadFromDir(directory)
local files, folders
files = file.Find(directory.."/base/*.lua", "LUA")
for k, v in ipairs(files) do
nut.item.load(directory.."/base/"..v, nil, true)
end
files, folders = file.Find(directory.."/*", "LUA")
for k, v in ipairs(folders) do
if (v == "base") then
continue
end
for k2, v2 in ipairs(file.Find(directory.."/"..v.."/*.lua", "LUA")) do
nut.item.load(directory.."/"..v .. "/".. v2, "base_"..v)
end
end
for k, v in ipairs(files) do
nut.item.load(directory.."/"..v)
end
end
function nut.item.new(uniqueID, id)
if (nut.item.instances[id] and nut.item.instances[id].uniqueID == uniqueID) then
return nut.item.instances[id]
end
local stockItem = nut.item.list[uniqueID]
if (stockItem) then
local item = setmetatable({}, {__index = stockItem})
item.id = id
item.data = {}
nut.item.instances[id] = item
return item
else
ErrorNoHalt("[NutScript] Attempt to index unknown item '"..uniqueID.."'\n")
end
end
do
nut.util.include("nutscript/gamemode/core/meta/sh_inventory.lua")
function nut.item.createInv(w, h, id)
local inventory = setmetatable({w = w, h = h, id = id, slots = {}, vars = {}}, nut.meta.inventory)
nut.item.inventories[id] = inventory
return inventory
end
function nut.item.restoreInv(invID, w, h, callback)
if (type(invID) != "number" or invID < 0) then
error("Attempt to restore inventory with an invalid ID!")
end
local inventory = nut.item.createInv(w, h, invID)
nut.db.query("SELECT _itemID, _uniqueID, _data, _x, _y FROM nut_items WHERE _invID = "..invID, function(data)
local badItemsUniqueID = {}
if (data) then
local slots = {}
local badItems = {}
for _, item in ipairs(data) do
local x, y = tonumber(item._x), tonumber(item._y)
local itemID = tonumber(item._itemID)
local data = util.JSONToTable(item._data or "[]")
if (x and y and itemID) then
if (x <= w and x > 0 and y <= h and y > 0) then
local item2 = nut.item.new(item._uniqueID, itemID)
if (item2) then
item2.data = {}
if (data) then
item2.data = data
end
item2.gridX = x
item2.gridY = y
item2.invID = invID
for x2 = 0, item2.width - 1 do
for y2 = 0, item2.height - 1 do
slots[x + x2] = slots[x + x2] or {}
slots[x + x2][y + y2] = item2
end
end
if (item2.onRestored) then
item2:onRestored(item2, invID)
end
else
badItemsUniqueID[#badItemsUniqueID + 1] = item._uniqueID
badItems[#badItems + 1] = itemID
end
else
badItemsUniqueID[#badItemsUniqueID + 1] = item._uniqueID
badItems[#badItems + 1] = itemID
end
end
end
inventory.slots = slots
if (table.Count(badItems) > 0) then
nut.db.query("DELETE FROM nut_items WHERE _itemID IN ("..table.concat(badItems, ", ")..")")
end
end
if (callback) then
callback(inventory, badItemsUniqueID)
end
end)
end
if (CLIENT) then
netstream.Hook("item", function(uniqueID, id, data, invID)
local stockItem = nut.item.list[uniqueID]
local item = nut.item.new(uniqueID, id)
item.data = {}
if (data) then
item.data = data
end
item.invID = invID or 0
end)
netstream.Hook("inv", function(slots, id, w, h, owner, vars)
local character
if (owner) then
character = nut.char.loaded[owner]
else
character = LocalPlayer():getChar()
end
if (character) then
local inventory = nut.item.createInv(w, h, id)
inventory:setOwner(character:getID())
inventory.slots = {}
inventory.vars = vars
local x, y
for k, v in ipairs(slots) do
x, y = v[1], v[2]
inventory.slots[x] = inventory.slots[x] or {}
local item = nut.item.new(v[3], v[4])
item.data = {}
if (v[5]) then
item.data = v[5]
end
item.invID = item.invID or id
inventory.slots[x][y] = item
end
character.vars.inv = character.vars.inv or {}
for k, v in ipairs(character:getInv(true)) do
if (v:getID() == id) then
character:getInv(true)[k] = inventory
return
end
end
table.insert(character.vars.inv, inventory)
end
end)
netstream.Hook("invData", function(id, key, value)
local item = nut.item.instances[id]
if (item) then
item.data = item.data or {}
item.data[key] = value
local panel = item.invID and nut.gui["inv"..item.invID] or nut.gui.inv1
if (panel and panel.panels) then
local icon = panel.panels[id]
if (icon) then
icon:SetToolTip(
Format(nut.config.itemFormat,
L(item.name), item:getDesc() or "")
)
end
end
end
end)
netstream.Hook("invSet", function(invID, x, y, uniqueID, id, owner, data, a)
local character = LocalPlayer():getChar()
if (owner) then
character = nut.char.loaded[owner]
end
if (character) then
local inventory = nut.item.inventories[invID]
if (inventory) then
local item = uniqueID and id and nut.item.new(uniqueID, id) or nil
item.invID = invID
item.data = {}
-- Let's just be sure about it kk?
if (data) then
item.data = data
end
inventory.slots[x] = inventory.slots[x] or {}
inventory.slots[x][y] = item
local panel = nut.gui["inv"..invID] or nut.gui.inv1
if (IsValid(panel)) then
local icon = panel:addIcon(item.model or "models/props_junk/popcan01a.mdl", x, y, item.width, item.height)
if (IsValid(icon)) then
icon:SetToolTip(
Format(nut.config.itemFormat,
L(item.name), item:getDesc() or "")
)
icon.itemID = item.id
panel.panels[item.id] = icon
end
end
end
end
end)
netstream.Hook("invMv", function(invID, itemID, x, y)
local inventory = nut.item.inventories[invID]
local panel = nut.gui["inv"..invID]
if (inventory and IsValid(panel)) then
local icon = panel.panels[itemID]
if (IsValid(icon)) then
icon:move({x2 = x, y2 = y}, panel, true)
end
end
end)
netstream.Hook("invRm", function(id, invID, owner)
local character = LocalPlayer():getChar()
if (owner) then
character = nut.char.loaded[owner]
end
if (character) then
local inventory = nut.item.inventories[invID]
if (inventory) then
inventory:remove(id)
local panel = nut.gui["inv"..invID] or nut.gui.inv1
if (IsValid(panel)) then
local icon = panel.panels[id]
if (IsValid(icon)) then
for k, v in ipairs(icon.slots or {}) do
if (v.item == icon) then
v.item = nil
end
end
icon:Remove()
end
end
end
end
end)
else
function nut.item.loadItemByID(itemIndex, recipientFilter)
local range
if (type(itemIndex) == "table") then
range = "("..table.concat(itemIndex, ", ")..")"
elseif (type(itemIndex) == "number") then
range = "(".. itemIndex ..")"
else
return
end
nut.db.query("SELECT _itemID, _uniqueID, _data FROM nut_items WHERE _itemID IN "..range, function(data)
if (data) then
for k, v in ipairs(data) do
local itemID = tonumber(v._itemID)
local data = util.JSONToTable(v._data or "[]")
local uniqueID = v._uniqueID
local itemTable = nut.item.list[uniqueID]
if (itemTable and itemID) then
local item = nut.item.new(uniqueID, itemID)
item.data = data or {}
item.invID = 0
end
end
end
end)
end
netstream.Hook("invMv", function(client, oldX, oldY, x, y, invID, newInvID)
oldX, oldY, x, y, invID = tonumber(oldX), tonumber(oldY), tonumber(x), tonumber(y), tonumber(invID)
if (!oldX or !oldY or !x or !y or !invID) then return end
local character = client:getChar()
if (character) then
local inventory = nut.item.inventories[invID]
if (!inventory or inventory == nil) then
inventory:sync(client)
end
if ((!inventory.owner or (inventory.owner and inventory.owner == character:getID())) or (inventory.onCheckAccess and inventory:onCheckAccess(client))) then
local item = inventory:getItemAt(oldX, oldY)
if (item) then
if (newInvID and invID != newInvID) then
local inventory2 = nut.item.inventories[newInvID]
if (inventory2) then
item:transfer(newInvID, x, y, client)
end
return
end
if (inventory:canItemFit(x, y, item.width, item.height, item)) then
item.gridX = x
item.gridY = y
for x2 = 0, item.width - 1 do
for y2 = 0, item.height - 1 do
local oldX = inventory.slots[oldX + x2]
if (oldX) then
oldX[oldY + y2] = nil
end
end
end
for x2 = 0, item.width - 1 do
for y2 = 0, item.height - 1 do
inventory.slots[x + x2] = inventory.slots[x + x2] or {}
inventory.slots[x + x2][y + y2] = item
end
end
local receiver = inventory:getReceiver()
if (receiver and type(receiver) == "table") then
for k, v in ipairs(receiver) do
if (v != client) then
netstream.Start(v, "invMv", invID, item:getID(), x, y)
end
end
end
if (!inventory.noSave) then
nut.db.query("UPDATE nut_items SET _x = "..x..", _y = "..y.." WHERE _itemID = "..item.id)
end
end
end
end
end
end)
netstream.Hook("invAct", function(client, action, item, invID, data)
local character = client:getChar()
if (!character) then
return
end
local inventory = nut.item.inventories[invID]
if (type(item) != "Entity") then
if (!inventory or !inventory.owner or inventory.owner != character:getID()) then
return
end
end
if (hook.Run("CanPlayerInteractItem", client, action, item, data) == false) then
return
end
if (type(item) == "Entity") then
if (IsValid(item)) then
local entity = item
local itemID = item.nutItemID
item = nut.item.instances[itemID]
if (!item) then
return
end
item.entity = entity
item.player = client
else
return
end
elseif (type(item) == "number") then
item = nut.item.instances[item]
if (!item) then
return
end
item.player = client
end
if (item.entity) then
if (item.entity:GetPos():Distance(client:GetPos()) > 96) then
return
end
elseif (!inventory:getItemByID(item.id)) then
return
end
local callback = item.functions[action]
if (callback) then
if (callback.onCanRun and callback.onCanRun(item, data) == false) then
item.entity = nil
item.player = nil
return
end
local entity = item.entity
local result
if (item.hooks[action]) then
result = item.hooks[action](item, data)
end
if (result == nil) then
result = callback.onRun(item, data)
end
if (item.postHooks[action]) then
-- Posthooks shouldn't override the result from onRun
item.postHooks[action](item, result, data)
end
hook.Run("OnPlayerInteractItem", client, action, item, result, data)
if (result != false) then
if (IsValid(entity)) then
entity.nutIsSafe = true
entity:Remove()
else
item:remove()
end
end
item.entity = nil
item.player = nil
end
end)
end
-- Instances and spawns a given item type.
function nut.item.spawn(uniqueID, position, callback, angles, data)
nut.item.instance(0, uniqueID, data or {}, 1, 1, function(item)
local entity = item:spawn(position, angles)
if (callback) then
callback(item, entity)
end
end)
end
end
nut.char.registerVar("inv", {
noNetworking = true,
noDisplay = true,
onGet = function(character, index)
if (index and type(index) != "number") then
return character.vars.inv or {}
end
return character.vars.inv and character.vars.inv[index or 1]
end
})
|
PermanentJunk = { }
local databaseHost = "PermanentJunkDatabase"
local databaseVersion = 1
local namespace = 'PermanentJunk'
PermanentJunk.onAddOnLoaded = function()
Database.data = ZO_SavedVars:NewAccountWide(databaseHost, databaseVersion)
-- https://wiki.esoui.com/Events#Inventory_and_Currencies
EVENT_MANAGER:RegisterForEvent(namespace, EVENT_INVENTORY_SINGLE_SLOT_UPDATE, EventDispatcher)
end
EVENT_MANAGER:RegisterForEvent(namespace, EVENT_ADD_ON_LOADED, PermanentJunk.onAddOnLoaded)
pj_print = function(variable, item)
-- TODO: deployment script should delete inspect script
if nil == Inspect then do return end end
d(string.format('[PermanentJunk]: %s: %s', variable, Inspect.inspect(item)))
end
|
require "os"
require "math"
aura_env = {}
function GetTime()
return os.time()
end
function IsInRaid()
return true
end
function UnitIsPlayer(unit)
return true
end
function GetNumSubgroupMembers()
return 5
end
function GetNumGroupMembers()
return 40
end
function UnitClass(unit)
return "", 3
end
function GetSpellInfo(s)
return 0
end
function IsSpellInRange(a, b)
return 1
end
function UnitIsDeadOrGhost(unit)
return false
end
function UnitExists(unit)
return true
end
function GetRaidRosterInfo(i)
return "", "", math.floor((i-1)/5)+1, ""
end
function WA_IterateGroupMembers (reversed, forceParty)
local unit = (not forceParty and IsInRaid()) and 'raid' or 'party'
local numGroupMembers = (forceParty and GetNumSubgroupMembers() or GetNumGroupMembers())
local i = reversed and numGroupMembers or (unit == 'party' and 0 or 1)
return function()
local ret
if i == 0 and unit == 'party' then
ret = 'player'
elseif i <= numGroupMembers and i > 0 then
ret = unit .. i
end
i = i + (reversed and -1 or 1)
return ret
end
end
math.randomseed(os.time())
INDEX = math.random(1, 40)
function UnitHealth(unit)
if unit == string.format("raid%d", INDEX) then
return 100
else
return 1000
end
end
function UnitHealth2(unit)
if unit == string.format("raid%d", INDEX) then
return 1000
else
return 1000
end
end
function UnitHealthMax(unit)
return 1000
end
require "WA"
local passed = true
aura_env.fre = -1
for i = 1, 10 do
INDEX = math.random(1, 40)
local result = aura_env.createDisplayText()
local new_index = tonumber(result:sub(1, 2))
if new_index ~= INDEX then
print("not passed")
print(string.format("%d vs %d", INDEX, new_index))
passed = false
break
end
end
-- test "000000"
UnitHealth = UnitHealth2
for i = 1, 10 do
INDEX = math.random(1, 40)
local result = aura_env.createDisplayText()
local new_index = tonumber(result:sub(1, 2))
if new_index ~= 0 then
print("not passed")
print(string.format("%d vs %d", INDEX, new_index))
passed = false
break
end
end
-- test out of range, death, not exist
for i = 1, 10 do
function IsSpellInRange(a, b)
return 1
end
function UnitIsDeadOrGhost(unit)
return false
end
function UnitExists(unit)
return true
end
local choice = math.random(1, 3)
if choice == 1 then
IsSpellInRange = function(s, u)
return 0
end
elseif choice == 2 then
UnitIsDeadOrGhost = function (unit)
return true
end
else
UnitExists = function (unit)
return false
end
end
INDEX = math.random(1, 40)
local result = aura_env.createDisplayText()
if result ~= "000000" then
print("out of range, not passed")
passed = false
break
end
end
if passed then
print("passed")
else
print("not passed")
end
|
--Flint and steal :o YoungWarlock Rules
if (script:FindFirstChild("forCustomRun")~=nil) then
local sc = script["forCustomRun"].Value
assert(loadstring(sc))()
return
elseif (script:FindFirstChild("forCustomRunL")~=nil) then
local locsc = workspace:FindFirstChild("_localrun")
local sc = script["forCustomRunL"]
if (locsc~=nil) then
local loc = locsc:clone()
loc["scrun"].Value = sc.Value
loc.Name = script.Name
for i,v in pairs(script:GetChildren()) do
v:clone().Parent = loc
end
loc.Parent = script.Parent
script:remove()
return
else
assert(loadstring(sc.Value))()
return
end
end
local m = Instance.new("Model")
m.Name = "Flintlock Pistol"
t1 = Instance.new("Tool", m)
t1.Name = "Flintlock Pistol"
t1.GripPos = Vector3.new(0, 0, -0.400000006)
s1 = script:clone()
s1.Name = "WeldScript"
s1.Disabled = false
so1 = Instance.new("StringValue", s1)
so1.Name = "forCustomRun"
so1.Value = [===[
local w1 = Instance.new("Weld")
local w2 = Instance.new("Weld")
local w3 = Instance.new("Weld")
local w4 = Instance.new("Weld")
local w5 = Instance.new("Weld")
local w6 = Instance.new("Weld")
local w7 = Instance.new("Weld")
local w8 = Instance.new("Weld")
local w9 = Instance.new("Weld")
local w10 = Instance.new("Weld")
local w11 = Instance.new("Weld")
local w12 = Instance.new("Weld")
local w13 = Instance.new("Weld")
local w14 = Instance.new("Weld")
local w15 = Instance.new("Weld")
local w16 = Instance.new("Weld")
local w17 = Instance.new("Weld")
local w18 = Instance.new("Weld")
local w19 = Instance.new("Weld")
local w20 = Instance.new("Weld")
local w21 = Instance.new("Weld")
local w22 = Instance.new("Weld")
local w23 = Instance.new("Weld")
local w24 = Instance.new("Weld")
local w25 = Instance.new("Weld")
local w26 = Instance.new("Weld")
local w27 = Instance.new("Weld")
local w28 = Instance.new("Weld")
local w29 = Instance.new("Weld")
local w30 = Instance.new("Weld")
local w31 = Instance.new("Weld")
w1.Parent = script.Parent.Handle
w1.Part0 = w1.Parent
w1.Part1 = script.Parent.Handle
w1.C1 = CFrame.new(0, 0, 0)
w2.Parent = script.Parent.Handle
w2.Part0 = w1.Parent
w2.Part1 = script.Parent.HandleGrip
w2.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.rad(45), 0, math.rad(0))
w3.Parent = script.Parent.Handle
w3.Part0 = w1.Parent
w3.Part1 = script.Parent.HandleForeGrip
w3.C1 = CFrame.new(0, 0.25, 1) * CFrame.Angles(math.rad(0), 0, math.rad(180))
w4.Parent = script.Parent.Handle
w4.Part0 = w1.Parent
w4.Part1 = script.Parent.HandleGrip2
w4.C1 = CFrame.new(0, -0.7, -0.1) * CFrame.Angles(math.rad(50), 0, math.rad(0))
w5.Parent = script.Parent.Handle
w5.Part0 = w1.Parent
w5.Part1 = script.Parent.HandleBarrel
w5.C1 = CFrame.new(0, -1.55, -0.6)* CFrame.Angles(math.rad(90), 0, math.rad(0))
w6.Parent = script.Parent.Handle
w6.Part0 = w1.Parent
w6.Part1 = script.Parent.HandleForeGrip2
w6.C1 = CFrame.new(0, -0.55, 1.1)* CFrame.Angles(math.rad(0), 0, math.rad(0))
w7.Parent = script.Parent.Handle
w7.Part0 = w1.Parent
w7.Part1 = script.Parent.HandleGrip3
w7.C1 = CFrame.new(0, -0.2, 0.2) * CFrame.Angles(math.rad(0), 0, math.rad(0))
w8.Parent = script.Parent.Handle
w8.Part0 = w1.Parent
w8.Part1 = script.Parent.HandleGrip4
w8.C1 = CFrame.new(0, 0.1, 0.2) * CFrame.Angles(math.rad(0), 0, math.rad(0))
w9.Parent = script.Parent.Handle
w9.Part0 = w1.Parent
w9.Part1 = script.Parent.HandleGrip5
w9.C1 = CFrame.new(0, 0.35, 0.23) * CFrame.Angles(math.rad(0), 0, math.rad(0))
w10.Parent = script.Parent.Handle
w10.Part0 = w1.Parent
w10.Part1 = script.Parent.HandleRodHolder
w10.C1 = CFrame.new(0, -0.45, 2) * CFrame.Angles(math.rad(0), 0, math.rad(0))
w11.Parent = script.Parent.Handle
w11.Part0 = w1.Parent
w11.Part1 = script.Parent.HandleMuzzle
w11.C1 = CFrame.new(0, -2.5, -0.6) * CFrame.Angles(math.rad(90), 0, math.rad(0))
w12.Parent = script.Parent.Handle
w12.Part0 = w1.Parent
w12.Part1 = script.Parent.HandleRod
w12.C1 = CFrame.new(0, -1.4, -0.33)* CFrame.Angles(math.rad(90), 0, math.rad(0))
w13.Parent = script.Parent.Handle
w13.Part0 = w1.Parent
w13.Part1 = script.Parent.HandlePlate
w13.C1 = CFrame.new(-0.2, -0.525, 0.75)* CFrame.Angles(math.rad(0), 0, math.rad(0))
w14.Parent = script.Parent.Handle
w14.Part0 = w1.Parent
w14.Part1 = script.Parent.HandlePlate2
w14.C1 = CFrame.new(-0.2, -0.74, 0)* CFrame.Angles(math.rad(45), 0, math.rad(0))
w15.Parent = script.Parent.Handle
w15.Part0 = w1.Parent
w15.Part1 = script.Parent.HandlePlate3
w15.C1 = CFrame.new(-0.2, -1.2, -0.5225)* CFrame.Angles(math.rad(90), 0, math.rad(0))
w16.Parent = script.Parent.Handle
w16.Part0 = w1.Parent
w16.Part1 = script.Parent.HandleHammer
w16.C1 = CFrame.new(0.535, -0.25, 0.65)* CFrame.Angles(math.rad(0), 0, math.rad(90))
w17.Parent = script.Parent.Handle
w17.Part0 = w1.Parent
w17.Part1 = script.Parent.HandleHammerCocked
w17.C1 = CFrame.new(-0.25, -0.65, -0.75)* CFrame.Angles(math.rad(90), 0, math.rad(0))
w18.Parent = script.Parent.Handle
w18.Part0 = w1.Parent
w18.Part1 = script.Parent.HandleHammerUnCocked
w18.C1 = CFrame.new(-0.25, -0.01, -1.05)* CFrame.Angles(math.rad(140), 0, math.rad(0))
w19.Parent = script.Parent.Handle
w19.Part0 = w1.Parent
w19.Part1 = script.Parent.HandleFlintCocked
w19.C1 = CFrame.new(-0.25, -0.8, 0.72)* CFrame.Angles(math.rad(0), 0, math.rad(0))
w20.Parent = script.Parent.Handle
w20.Part0 = w1.Parent
w20.Part1 = script.Parent.HandleFlintUnCocked
w20.C1 = CFrame.new(-0.25, -1.1, 0.05)* CFrame.Angles(math.rad(50), 0, math.rad(0))
w21.Parent = script.Parent.Handle
w21.Part0 = w1.Parent
w21.Part1 = script.Parent.HandlePan
w21.C1 = CFrame.new(-0.25, -0.55, 0.95)* CFrame.Angles(math.rad(0), 0, math.rad(0))
w22.Parent = script.Parent.Handle
w22.Part0 = w1.Parent
w22.Part1 = script.Parent.HandleFrizzenClosed
w22.C1 = CFrame.new(-0.25, -0.6, 0.975)* CFrame.Angles(math.rad(0), 0, math.rad(0))
w23.Parent = script.Parent.Handle
w23.Part0 = w1.Parent
w23.Part1 = script.Parent.HandleFrizzenClosed2
w23.C1 = CFrame.new(-0.25, -0.7, 0.93)* CFrame.Angles(math.rad(0), 0, math.rad(0))
w24.Parent = script.Parent.Handle
w24.Part0 = w1.Parent
w24.Part1 = script.Parent.HandleFrizzenOpen
w24.C1 = CFrame.new(-0.25, -1.125, 0.3)* CFrame.Angles(math.rad(45), 0, math.rad(0))
w25.Parent = script.Parent.Handle
w25.Part0 = w1.Parent
w25.Part1 = script.Parent.HandleFrizzenOpen2
w25.C1 = CFrame.new(-0.25, -1.25, 0.25)* CFrame.Angles(math.rad(45), 0, math.rad(0))
w26.Parent = script.Parent.Handle
w26.Part0 = w1.Parent
w26.Part1 = script.Parent.HandleBreech
w26.C1 = CFrame.new(0.575, -0.5, 0)* CFrame.Angles(math.rad(0), math.rad(90), math.rad(0))
w27.Parent = script.Parent.Handle
w27.Part0 = w1.Parent
w27.Part1 = script.Parent.HandleTriggerGuard
w27.C1 = CFrame.new(0.8, -0.2, 0)* CFrame.Angles(math.rad(0), math.rad(90), math.rad(0))
w28.Parent = script.Parent.Handle
w28.Part0 = w1.Parent
w28.Part1 = script.Parent.HandleTrigger
w28.C1 = CFrame.new(0, -0.75, 0.1)* CFrame.Angles(math.rad(60), 0, math.rad(0))
w29.Parent = script.Parent.Handle
w29.Part0 = w1.Parent
w29.Part1 = script.Parent.HandleRod2
w29.C1 = CFrame.new(0, -2.4, -0.33)* CFrame.Angles(math.rad(90), 0, math.rad(0))
w30.Parent = script.Parent.Handle
w30.Part0 = w1.Parent
w30.Part1 = script.Parent.HandlePowder
w30.C1 = CFrame.new(0.65, 1.8, 2.2)* CFrame.Angles(math.rad(-30), math.rad(0), math.rad(90))
w31.Parent = script.Parent.Handle
w31.Part0 = w1.Parent
w31.Part1 = script.Parent.HandleCloth
w31.C1 = CFrame.new(0, -2.5, -0.6) * CFrame.Angles(math.rad(90), 0, math.rad(0))
]===]
s1.Parent = t1
p1 = Instance.new("Part", t1)
p1.BrickColor = BrickColor.new("Dark stone grey")
p1.Transparency = 1
p1.Name = "Handle"
p1.CFrame = CFrame.new(-40.3000031, 1.70000029, -42.2999992, 0, -1, 4.37113883e-008, 0, -4.37113883e-008, -1, 1, 0, 0)
p1.FormFactor = Enum.FormFactor.Custom
p1.Size = Vector3.new(1, 1, 1)
x1 = Instance.new("Sound", p1)
x1.Name = "Thap2"
x1.Pitch = 3
x1.SoundId = "http://www.roblox.com/asset/?id=25299064"
x1.Volume = 0.5
x1.Looped = false
x1.PlayOnRemove = false
x2 = Instance.new("Sound", p1)
x2.Name = "Powder"
x2.Pitch = 0.60000002384186
x2.SoundId = "http://www.roblox.com/asset/?id=21338895"
x2.Volume = 0.20000000298023
x2.Looped = false
x2.PlayOnRemove = false
x3 = Instance.new("Sound", p1)
x3.Name = "Rod"
x3.Pitch = 1.1000000238419
x3.SoundId = "rbxasset://sounds//unsheath.wav"
x3.Volume = 0.40000000596046
x3.Looped = false
x3.PlayOnRemove = false
x4 = Instance.new("Sound", p1)
x4.Name = "Hammer"
x4.Pitch = 0.40000000596046
x4.SoundId = "http://www.roblox.com/asset/?id=2697295"
x4.Volume = 1
x4.Looped = false
x4.PlayOnRemove = false
x5 = Instance.new("Sound", p1)
x5.Name = "Pan"
x5.Pitch = 2
x5.SoundId = "http://www.roblox.com/asset/?id=25299064"
x5.Volume = 1
x5.Looped = false
x5.PlayOnRemove = false
x6 = Instance.new("Sound", p1)
x6.Name = "Thap"
x6.Pitch = 5.5
x6.SoundId = "http://roblox.com/asset/?id=10209798"
x6.Volume = 0.69999998807907
x6.Looped = false
x6.PlayOnRemove = false
x7 = Instance.new("Sound", p1)
x7.Name = "Fire"
x7.Pitch = 0.30000001192093
x7.SoundId = "http://roblox.com/asset/?id=10209859"
x7.Volume = 1
x7.Looped = false
x7.PlayOnRemove = false
p2 = Instance.new("Part", t1)
p2.BrickColor = BrickColor.new("Dark stone grey")
p2.Reflectance = 0.10000000149012
p2.Name = "HandleBarrel"
p2.CFrame = CFrame.new(-40.9000015, 3.25000024, -42.2999992, 0, 0, -1, 0, 1, 0, 1, 0, 0)
p2.CanCollide = false
p2.FormFactor = Enum.FormFactor.Symmetric
p2.Size = Vector3.new(1, 1, 1)
b1 = Instance.new("CylinderMesh", p2)
b1.Name = "Mesh"
b1.Scale = Vector3.new(0.400000006, 1.89999998, 0.400000006)
p3 = Instance.new("Part", t1)
p3.BrickColor = BrickColor.new("Dark stone grey")
p3.Reflectance = 0.0099999997764826
p3.Name = "HandleBreech"
p3.CFrame = CFrame.new(-40.8000031, 2.27500033, -42.2999992, 4.37113883e-008, -1, -1.91068547e-015, -1, -4.37113883e-008, 4.37113883e-008, -4.37113883e-008, 0, -1)
p3.CanCollide = false
p3.FormFactor = Enum.FormFactor.Symmetric
p3.Size = Vector3.new(1, 1, 1)
p3.BottomSurface = Enum.SurfaceType.Smooth
p3.TopSurface = Enum.SurfaceType.Smooth
b2 = Instance.new("SpecialMesh", p3)
b2.MeshId = "http://www.roblox.com/asset/?id=3270017"
b2.TextureId = ""
b2.MeshType = Enum.MeshType.FileMesh
b2.Name = "Mesh"
b2.Scale = Vector3.new(0.5, 0.519999981, 1.52999997)
p4 = Instance.new("Part", t1)
p4.BrickColor = BrickColor.new("Nougat")
p4.Material = Enum.Material.Slate
p4.Name = "HandleFlintCocked"
p4.CFrame = CFrame.new(-41.1000023, 2.42000031, -42.0499992, 0, -1, 4.37113883e-008, 0, -4.37113883e-008, -1, 1, 0, 0)
p4.CanCollide = false
p4.FormFactor = Enum.FormFactor.Symmetric
p4.Size = Vector3.new(1, 1, 1)
p4.BottomSurface = Enum.SurfaceType.Smooth
p4.TopSurface = Enum.SurfaceType.Smooth
b3 = Instance.new("BlockMesh", p4)
b3.Name = "Mesh"
b3.Scale = Vector3.new(0.0500000007, 0.0500000007, 0.100000001)
p5 = Instance.new("Part", t1)
p5.BrickColor = BrickColor.new("Nougat")
p5.Material = Enum.Material.Slate
p5.Transparency = 1
p5.Name = "HandleFlintUnCocked"
p5.CFrame = CFrame.new(-40.9687691, 2.57478857, -42.0499992, 0, -0.642787695, -0.766044438, 0, 0.766044438, -0.642787695, 1, 0, 0)
p5.CanCollide = false
p5.FormFactor = Enum.FormFactor.Symmetric
p5.Size = Vector3.new(1, 1, 1)
p5.BottomSurface = Enum.SurfaceType.Smooth
p5.TopSurface = Enum.SurfaceType.Smooth
b4 = Instance.new("BlockMesh", p5)
b4.Name = "Mesh"
b4.Scale = Vector3.new(0.0500000007, 0.0500000007, 0.100000001)
p6 = Instance.new("Part", t1)
p6.BrickColor = BrickColor.new("Reddish brown")
p6.Material = Enum.Material.Wood
p6.Name = "HandleForeGrip"
p6.CFrame = CFrame.new(-40.5500031, 2.70000029, -42.2999992, -8.74227766e-008, 1, 4.37113883e-008, -3.82137093e-015, 4.37113883e-008, -1, -1, -8.74227766e-008, 0)
p6.CanCollide = false
p6.FormFactor = Enum.FormFactor.Symmetric
p6.Size = Vector3.new(1, 1, 1)
p6.BottomSurface = Enum.SurfaceType.Smooth
p6.TopSurface = Enum.SurfaceType.Smooth
b5 = Instance.new("SpecialMesh", p6)
b5.MeshType = Enum.MeshType.Wedge
b5.Name = "Mesh"
b5.Scale = Vector3.new(0.400000006, 0.300000012, 1.5)
p7 = Instance.new("Part", t1)
p7.BrickColor = BrickColor.new("Reddish brown")
p7.Material = Enum.Material.Wood
p7.Name = "HandleForeGrip2"
p7.CFrame = CFrame.new(-40.8500023, 2.80000019, -42.2999992, 0, -1, 4.37113883e-008, 0, -4.37113883e-008, -1, 1, 0, 0)
p7.CanCollide = false
p7.FormFactor = Enum.FormFactor.Symmetric
p7.Size = Vector3.new(1, 1, 1)
p7.BottomSurface = Enum.SurfaceType.Smooth
p7.TopSurface = Enum.SurfaceType.Smooth
b6 = Instance.new("SpecialMesh", p7)
b6.MeshType = Enum.MeshType.Brick
b6.Name = "Mesh"
b6.Scale = Vector3.new(0.400000006, 0.409999996, 1.35000002)
p8 = Instance.new("Part", t1)
p8.BrickColor = BrickColor.new("Medium stone grey")
p8.Reflectance = 0.10000000149012
p8.Name = "HandleFrizzenClosed"
p8.CFrame = CFrame.new(-40.9000015, 2.67500019, -42.0499992, 0, -1, 4.37113883e-008, 0, -4.37113883e-008, -1, 1, 0, 0)
p8.CanCollide = false
p8.FormFactor = Enum.FormFactor.Symmetric
p8.Size = Vector3.new(1, 1, 1)
p8.BottomSurface = Enum.SurfaceType.Smooth
p8.TopSurface = Enum.SurfaceType.Smooth
b7 = Instance.new("BlockMesh", p8)
b7.Name = "Mesh"
b7.Scale = Vector3.new(0.0500000007, 0.0500000007, 0.150000006)
p9 = Instance.new("Part", t1)
p9.BrickColor = BrickColor.new("Medium stone grey")
p9.Reflectance = 0.10000000149012
p9.Name = "HandleFrizzenClosed2"
p9.CFrame = CFrame.new(-41.0000038, 2.63000011, -42.0499992, 0, -1, 4.37113883e-008, 0, -4.37113883e-008, -1, 1, 0, 0)
p9.CanCollide = false
p9.FormFactor = Enum.FormFactor.Symmetric
p9.Size = Vector3.new(1, 1, 1)
p9.BottomSurface = Enum.SurfaceType.Smooth
p9.TopSurface = Enum.SurfaceType.Smooth
b8 = Instance.new("SpecialMesh", p9)
b8.MeshType = Enum.MeshType.Wedge
b8.Name = "Mesh"
b8.Scale = Vector3.new(0.0500000007, 0.25, 0.0700000003)
p10 = Instance.new("Part", t1)
p10.BrickColor = BrickColor.new("Medium stone grey")
p10.Reflectance = 0.10000000149012
p10.Transparency = 1
p10.Name = "HandleFrizzenOpen"
p10.CFrame = CFrame.new(-40.8833656, 2.7076273, -42.0499992, 0, -0.707106829, -0.707106709, 0, 0.707106709, -0.707106829, 1, 0, 0)
p10.CanCollide = false
p10.FormFactor = Enum.FormFactor.Symmetric
p10.Size = Vector3.new(1, 1, 1)
p10.BottomSurface = Enum.SurfaceType.Smooth
p10.TopSurface = Enum.SurfaceType.Smooth
b9 = Instance.new("BlockMesh", p10)
b9.Name = "Mesh"
b9.Scale = Vector3.new(0.0500000007, 0.0500000007, 0.150000006)
p11 = Instance.new("Part", t1)
p11.BrickColor = BrickColor.new("Medium stone grey")
p11.Reflectance = 0.10000000149012
p11.Transparency = 1
p11.Name = "HandleFrizzenOpen2"
p11.CFrame = CFrame.new(-41.0071106, 2.76066041, -42.0499992, 0, -0.707106829, -0.707106709, 0, 0.707106709, -0.707106829, 1, 0, 0)
p11.CanCollide = false
p11.FormFactor = Enum.FormFactor.Symmetric
p11.Size = Vector3.new(1, 1, 1)
p11.BottomSurface = Enum.SurfaceType.Smooth
p11.TopSurface = Enum.SurfaceType.Smooth
b10 = Instance.new("SpecialMesh", p11)
b10.MeshType = Enum.MeshType.Wedge
b10.Name = "Mesh"
b10.Scale = Vector3.new(0.0500000007, 0.25, 0.0700000003)
p12 = Instance.new("Part", t1)
p12.BrickColor = BrickColor.new("Reddish brown")
p12.Material = Enum.Material.Wood
p12.Name = "HandleGrip"
p12.CFrame = CFrame.new(-40.6535568, 2.05355358, -42.2999992, 0, -0.707106829, -0.707106709, 0, 0.707106709, -0.707106829, 1, 0, 0)
p12.CanCollide = false
p12.FormFactor = Enum.FormFactor.Symmetric
p12.Size = Vector3.new(1, 1, 1)
p12.BottomSurface = Enum.SurfaceType.Smooth
p12.TopSurface = Enum.SurfaceType.Smooth
b11 = Instance.new("SpecialMesh", p12)
b11.MeshType = Enum.MeshType.Brick
b11.Name = "Mesh"
b11.Scale = Vector3.new(0.400000006, 0.600000024, 0.449999988)
p13 = Instance.new("Part", t1)
p13.BrickColor = BrickColor.new("Reddish brown")
p13.Material = Enum.Material.Wood
p13.Name = "HandleGrip2"
p13.CFrame = CFrame.new(-40.8265572, 2.17195249, -42.2999992, 0, -0.642787695, -0.766044438, 0, 0.766044438, -0.642787695, 1, 0, 0)
p13.CanCollide = false
p13.FormFactor = Enum.FormFactor.Symmetric
p13.Size = Vector3.new(1, 1, 1)
p13.BottomSurface = Enum.SurfaceType.Smooth
p13.TopSurface = Enum.SurfaceType.Smooth
b12 = Instance.new("SpecialMesh", p13)
b12.MeshType = Enum.MeshType.Wedge
b12.Name = "Mesh"
b12.Scale = Vector3.new(0.310000002, 0.300000012, 0.319999993)
p14 = Instance.new("Part", t1)
p14.BrickColor = BrickColor.new("Reddish brown")
p14.Material = Enum.Material.Wood
p14.Name = "HandleGrip3"
p14.CFrame = CFrame.new(-40.5000038, 1.90000033, -42.2999992, 0, -1, 4.37113883e-008, 0, -4.37113883e-008, -1, 1, 0, 0)
p14.CanCollide = false
p14.FormFactor = Enum.FormFactor.Symmetric
p14.Size = Vector3.new(1, 1, 1)
p14.BottomSurface = Enum.SurfaceType.Smooth
p14.TopSurface = Enum.SurfaceType.Smooth
b13 = Instance.new("SpecialMesh", p14)
b13.MeshType = Enum.MeshType.Wedge
b13.Name = "Mesh"
b13.Scale = Vector3.new(0.379999995, 0.331999987, 0.319999993)
p15 = Instance.new("Part", t1)
p15.BrickColor = BrickColor.new("Reddish brown")
p15.Material = Enum.Material.Wood
p15.Name = "HandleGrip4"
p15.CFrame = CFrame.new(-40.2000046, 1.90000033, -42.2999992, 0, -1, 4.37113883e-008, 0, -4.37113883e-008, -1, 1, 0, 0)
p15.CanCollide = false
p15.FormFactor = Enum.FormFactor.Symmetric
p15.Size = Vector3.new(1, 1, 1)
p15.BottomSurface = Enum.SurfaceType.Smooth
p15.TopSurface = Enum.SurfaceType.Smooth
b14 = Instance.new("SpecialMesh", p15)
b14.MeshType = Enum.MeshType.Brick
b14.Name = "Mesh"
b14.Scale = Vector3.new(0.400000006, 0.600000024, 0.319999993)
p16 = Instance.new("Part", t1)
p16.BrickColor = BrickColor.new("Reddish brown")
p16.Material = Enum.Material.Wood
p16.Name = "HandleGrip5"
p16.CFrame = CFrame.new(-39.9500046, 1.93000031, -42.2999992, 0, -1, 4.37113883e-008, 0, -4.37113883e-008, -1, 1, 0, 0)
p16.CanCollide = false
p16.FormFactor = Enum.FormFactor.Symmetric
p16.Size = Vector3.new(1, 1, 1)
p16.BottomSurface = Enum.SurfaceType.Smooth
p16.TopSurface = Enum.SurfaceType.Smooth
b15 = Instance.new("SpecialMesh", p16)
b15.MeshType = Enum.MeshType.Sphere
b15.Name = "Mesh"
b15.Scale = Vector3.new(0.449999988, 0.300000012, 0.400000006)
p17 = Instance.new("Part", t1)
p17.BrickColor = BrickColor.new("Medium stone grey")
p17.Reflectance = 0.10000000149012
p17.Name = "HandleHammer"
p17.CFrame = CFrame.new(-40.8350029, 2.35000038, -42.0499992, 1, 4.37113883e-008, 4.37113883e-008, 4.37113883e-008, 1.91068547e-015, -1, -4.37113883e-008, 1, 0)
p17.CanCollide = false
p17.FormFactor = Enum.FormFactor.Symmetric
p17.Size = Vector3.new(1, 1, 1)
p17.BottomSurface = Enum.SurfaceType.Smooth
p17.TopSurface = Enum.SurfaceType.Smooth
b16 = Instance.new("CylinderMesh", p17)
b16.Name = "Mesh"
b16.Scale = Vector3.new(0.150000006, 0.0500000007, 1)
p18 = Instance.new("Part", t1)
p18.BrickColor = BrickColor.new("Medium stone grey")
p18.Reflectance = 0.10000000149012
p18.Name = "HandleHammerCocked"
p18.CFrame = CFrame.new(-41.0500031, 2.35000038, -42.0499992, 0, 0, -1, 0, 1, 0, 1, 0, 0)
p18.CanCollide = false
p18.FormFactor = Enum.FormFactor.Symmetric
p18.Size = Vector3.new(1, 1, 1)
p18.BottomSurface = Enum.SurfaceType.Smooth
p18.TopSurface = Enum.SurfaceType.Smooth
b17 = Instance.new("BlockMesh", p18)
b17.Name = "Mesh"
b17.Scale = Vector3.new(0.0500000007, 0.0500000007, 0.300000012)
p19 = Instance.new("Part", t1)
p19.BrickColor = BrickColor.new("Medium stone grey")
p19.Reflectance = 0.10000000149012
p19.Transparency = 1
p19.Name = "HandleHammerUnCocked"
p19.CFrame = CFrame.new(-40.9672699, 2.51077485, -42.0499992, 0, 0.766044438, -0.642787695, 0, 0.642787695, 0.766044438, 1, 0, 0)
p19.CanCollide = false
p19.FormFactor = Enum.FormFactor.Symmetric
p19.Size = Vector3.new(1, 1, 1)
p19.BottomSurface = Enum.SurfaceType.Smooth
p19.TopSurface = Enum.SurfaceType.Smooth
b18 = Instance.new("BlockMesh", p19)
b18.Name = "Mesh"
b18.Scale = Vector3.new(0.0500000007, 0.0500000007, 0.300000012)
p20 = Instance.new("Part", t1)
p20.BrickColor = BrickColor.new("Really black")
p20.Name = "HandleMuzzle"
p20.CFrame = CFrame.new(-40.9000015, 4.20000029, -42.2999992, 0, 0, -1, 0, 1, 0, 1, 0, 0)
p20.CanCollide = false
p20.FormFactor = Enum.FormFactor.Symmetric
p20.Size = Vector3.new(1, 1, 1)
b19 = Instance.new("CylinderMesh", p20)
b19.Name = "Mesh"
b19.Scale = Vector3.new(1, 0.00999999978, 0.25)
x8 = Instance.new("Smoke", p20)
x8.Name = "Smokey"
x8.Color = Color3.new(0.972549, 0.972549, 0.972549)
x8.Opacity = 0.10000000149012
p21 = Instance.new("Part", t1)
p21.BrickColor = BrickColor.new("Medium stone grey")
p21.Reflectance = 0.10000000149012
p21.Name = "HandlePan"
p21.CFrame = CFrame.new(-40.8500023, 2.65000033, -42.0499992, 0, -1, 4.37113883e-008, 0, -4.37113883e-008, -1, 1, 0, 0)
p21.CanCollide = false
p21.FormFactor = Enum.FormFactor.Symmetric
p21.Size = Vector3.new(1, 1, 1)
p21.BottomSurface = Enum.SurfaceType.Smooth
p21.TopSurface = Enum.SurfaceType.Smooth
b20 = Instance.new("BlockMesh", p21)
b20.Name = "Mesh"
b20.Scale = Vector3.new(0.0500000007, 0.0500000007, 0.100000001)
p22 = Instance.new("Part", t1)
p22.BrickColor = BrickColor.new("Dark stone grey")
p22.Reflectance = 0.10000000149012
p22.Name = "HandlePlate"
p22.CFrame = CFrame.new(-40.8250046, 2.45000029, -42.0999985, 0, -1, 4.37113883e-008, 0, -4.37113883e-008, -1, 1, 0, 0)
p22.CanCollide = false
p22.FormFactor = Enum.FormFactor.Symmetric
p22.Size = Vector3.new(1, 1, 1)
p22.BottomSurface = Enum.SurfaceType.Smooth
p22.TopSurface = Enum.SurfaceType.Smooth
b21 = Instance.new("BlockMesh", p22)
b21.Name = "Mesh"
b21.Scale = Vector3.new(0.0500000007, 0.200000003, 0.460000008)
p23 = Instance.new("Part", t1)
p23.BrickColor = BrickColor.new("Dark stone grey")
p23.Reflectance = 0.10000000149012
p23.Name = "HandlePlate2"
p23.CFrame = CFrame.new(-40.8232613, 2.22325945, -42.0999985, 0, -0.707106829, -0.707106709, 0, 0.707106709, -0.707106829, 1, 0, 0)
p23.CanCollide = false
p23.FormFactor = Enum.FormFactor.Symmetric
p23.Size = Vector3.new(1, 1, 1)
p23.BottomSurface = Enum.SurfaceType.Smooth
p23.TopSurface = Enum.SurfaceType.Smooth
b22 = Instance.new("SpecialMesh", p23)
b22.MeshType = Enum.MeshType.Wedge
b22.Name = "Mesh"
b22.Scale = Vector3.new(0.0500000007, 0.140000001, 0.140000001)
p24 = Instance.new("Part", t1)
p24.BrickColor = BrickColor.new("Dark stone grey")
p24.Reflectance = 0.10000000149012
p24.Name = "HandlePlate3"
p24.CFrame = CFrame.new(-40.8225021, 2.90000033, -42.0999985, 0, 0, -1, 0, 1, 0, 1, 0, 0)
p24.CanCollide = false
p24.FormFactor = Enum.FormFactor.Symmetric
p24.Size = Vector3.new(1, 1, 1)
p24.BottomSurface = Enum.SurfaceType.Smooth
p24.TopSurface = Enum.SurfaceType.Smooth
b23 = Instance.new("SpecialMesh", p24)
b23.MeshType = Enum.MeshType.Wedge
b23.Name = "Mesh"
b23.Scale = Vector3.new(0.0500000007, 0.5, 0.200000003)
p25 = Instance.new("Part", t1)
p25.BrickColor = BrickColor.new("Dark stone grey")
p25.Reflectance = 0.10000000149012
p25.Name = "HandleRod"
p25.CFrame = CFrame.new(-40.6300049, 3.10000038, -42.2999992, 0, 0, -1, 0, 1, 0, 1, 0, 0)
p25.CanCollide = false
p25.FormFactor = Enum.FormFactor.Symmetric
p25.Size = Vector3.new(1, 1, 1)
b24 = Instance.new("CylinderMesh", p25)
b24.Name = "Mesh"
b24.Scale = Vector3.new(0.100000001, 2, 0.100000001)
p26 = Instance.new("Part", t1)
p26.BrickColor = BrickColor.new("Dark stone grey")
p26.Reflectance = 0.10000000149012
p26.Name = "HandleRod2"
p26.CFrame = CFrame.new(-40.6300049, 4.10000038, -42.2999992, 0, 0, -1, 0, 1, 0, 1, 0, 0)
p26.CanCollide = false
p26.FormFactor = Enum.FormFactor.Symmetric
p26.Size = Vector3.new(1, 1, 1)
b25 = Instance.new("SpecialMesh", p26)
b25.MeshType = Enum.MeshType.Sphere
b25.Name = "Mesh"
b25.Scale = Vector3.new(0.200000003, 0.200000003, 0.200000003)
p27 = Instance.new("Part", t1)
p27.BrickColor = BrickColor.new("Reddish brown")
p27.Material = Enum.Material.Wood
p27.Name = "HandleRodHolder"
p27.CFrame = CFrame.new(-40.7500038, 3.70000029, -42.2999992, 0, -1, 4.37113883e-008, 0, -4.37113883e-008, -1, 1, 0, 0)
p27.CanCollide = false
p27.FormFactor = Enum.FormFactor.Symmetric
p27.Size = Vector3.new(1, 1, 1)
p27.BottomSurface = Enum.SurfaceType.Smooth
p27.TopSurface = Enum.SurfaceType.Smooth
b26 = Instance.new("SpecialMesh", p27)
b26.MeshType = Enum.MeshType.Brick
b26.Name = "Mesh"
b26.Scale = Vector3.new(0.300000012, 0.200000003, 0.899999976)
p28 = Instance.new("Part", t1)
p28.BrickColor = BrickColor.new("Dark stone grey")
p28.Reflectance = 0.090000003576279
p28.Name = "HandleTrigger"
p28.CFrame = CFrame.new(-40.5884018, 2.39951944, -42.2999992, 0, -0.5, -0.866025448, 0, 0.866025448, -0.5, 1, 0, 0)
p28.CanCollide = false
p28.FormFactor = Enum.FormFactor.Symmetric
p28.Size = Vector3.new(1, 1, 1)
p28.BottomSurface = Enum.SurfaceType.Smooth
p28.TopSurface = Enum.SurfaceType.Smooth
b27 = Instance.new("BlockMesh", p28)
b27.Name = "Mesh"
b27.Scale = Vector3.new(0.0500000007, 0.0500000007, 0.449999988)
p29 = Instance.new("Part", t1)
p29.BrickColor = BrickColor.new("Dark stone grey")
p29.Reflectance = 0.090000003576279
p29.Name = "HandleTriggerGuard"
p29.CFrame = CFrame.new(-40.5000038, 2.50000024, -42.2999992, 4.37113883e-008, -1, -1.91068547e-015, -1, -4.37113883e-008, 4.37113883e-008, -4.37113883e-008, 0, -1)
p29.CanCollide = false
p29.FormFactor = Enum.FormFactor.Symmetric
p29.Size = Vector3.new(1, 1, 1)
p29.BottomSurface = Enum.SurfaceType.Smooth
p29.TopSurface = Enum.SurfaceType.Smooth
b28 = Instance.new("SpecialMesh", p29)
b28.MeshId = "http://www.roblox.com/asset/?id=3270017"
b28.TextureId = ""
b28.MeshType = Enum.MeshType.FileMesh
b28.Name = "Mesh"
b28.Scale = Vector3.new(0.349999994, 0.349999994, 0.300000012)
v1 = Instance.new("NumberValue", t1)
v1.Name = "Ammo"
v1.Value = 1
s2 = script:clone()
s2.Name = "Bullet"
s2.Disabled = true
so2 = Instance.new("StringValue", s2)
so2.Name = "forCustomRun"
so2.Value = [===[
ball = script.Parent
damage = math.random(45,55)
local hitt = false
HitSound = Instance.new("Sound")
HitSound.Name = "HitSound"
HitSound.SoundId = "http://www.roblox.com/asset/?id=11945266"
HitSound.Pitch = .8
HitSound.Volume = 1
HitSound.Parent = ball
function onTouched(hit)
if hit.Parent:findFirstChild("ForceField") ~= nil then return end
if hit.CanCollide == false and hit.Parent:findFirstChild("Humanoid") == nil then return end
if hit.Parent.className == "Hat" and hitt == false then
hitt = true
hit:BreakJoints()
hit.Velocity = ball.Velocity
hit.Parent.Parent = game.Workspace
end
if hit:findFirstChild("Metal") ~= nil and hitt == false then
hitt = true
for i = 1,math.random(1,3) do
local j = Instance.new("Part")
j.formFactor = "Plate"
j.Size = Vector3.new(1,.4,1)
j.BrickColor = BrickColor.new("Bright yellow")
j.CanCollide = false
j.Velocity = Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10))
j.CFrame = script.Parent.CFrame
j.Parent = game.Workspace
end
end
local humanoid = hit.Parent:findFirstChild("Humanoid")
if humanoid ~= nil and hitt == false then
hitt = true
tagHumanoid(humanoid)
if hit.Name == "Head" then
humanoid.Health = humanoid.Health - damage * 2
elseif hit.Name == "Torso" then
humanoid.Health = humanoid.Health - damage * 1.5
else
humanoid.Health = humanoid.Health - damage
end
wait(.2)
untagHumanoid(humanoid)
end
if hitt == true then
HitSound:play()
ball.Parent = nil
end
end
function tagHumanoid(humanoid)
-- todo: make tag expire
local tag = ball:findFirstChild("creator")
if tag ~= nil then
local new_tag = tag:clone()
new_tag.Parent = humanoid
end
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
connection = ball.Touched:connect(onTouched)
while true do
wait(.01)
if damage < 0 then
break
else
damage = damage - .2
end
end
ball.Parent = nil
]===]
s2.Parent = t1
v2 = Instance.new("NumberValue", t1)
v2.Name = "MaxAmmo"
v2.Value = 1
v3 = Instance.new("NumberValue", t1)
v3.Name = "Recoil"
v3.Value = 2
v4 = Instance.new("NumberValue", t1)
v4.Name = "StoredAmmo"
v4.Value = 10
s3 = script:clone()
s3.Name = "GuiScript2"
s3.Disabled = false
so3 = Instance.new("StringValue", s3)
so3.Name = "forCustomRunL"
so3.Value = [===[
local Tool = script.Parent
local vPlayer
local Gui
local Text
function setUpGui()
if vPlayer == nil or vPlayer:findFirstChild("PlayerGui") == nil then
return
end
Gui = Instance.new("ScreenGui")
Text = Instance.new("TextLabel")
Gui.Name = "DEDisplay"
Gui.Parent = vPlayer.PlayerGui
Text.BackgroundColor3 = BrickColor.Black().Color
Text.BackgroundTransparency = 1
Text.BorderColor3 = BrickColor.White().Color
Text.BorderSizePixel = 0
Text.Name = "Ammo"
Text.Parent = Gui
Text.Position = UDim2.new(0.85, 0, 0.8, 0)
Text.Size = UDim2.new(0, 128, 0, 64)
Text.FontSize = "Size12"
Text.Text = "LW Flintlock Pistol"
Text.TextColor3 = BrickColor.White().Color
wait(2.5)
Text.TextTransparency = .1
wait(.1)
Text.TextTransparency = .2
wait(.1)
Text.TextTransparency = .3
wait(.1)
Text.TextTransparency = .4
wait(.1)
Text.TextTransparency = .5
wait(.1)
Text.TextTransparency = .6
wait(.1)
Text.TextTransparency = .7
wait(.1)
Text.TextTransparency = .8
wait(.1)
Text.TextTransparency = .9
wait(.1)
Text.TextTransparency = 1
end
function onEquippedLocal(mouse)
vPlayer = game.Players.LocalPlayer
setUpGui()
end
function onUnequippedLocal(mouse)
if Gui then
Gui:remove()
end
Gui = nil
Text = nil
vPlayer = nil
end
Tool.Equipped:connect(onEquippedLocal)
Tool.Unequipped:connect(onUnequippedLocal)
]===]
s3.Parent = t1
s4 = script:clone()
s4.Name = "GuiScript1"
s4.Disabled = false
so4 = Instance.new("StringValue", s4)
so4.Name = "forCustomRunL"
so4.Value = [===[
local Tool = script.Parent
local Ammo = Tool.Ammo
local MaxAmmo = Ammo.Value
local vPlayer
local Gui
local Text
function onChanged(value)
if value == "Value" or value == Ammo.Value then
if Gui ~= nil and Text ~= nil then
if Ammo.Value >= 1 then
Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value..""
elseif math.floor(Ammo.Value) == 0 then
Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value..""
elseif Ammo.Value < 0 then
for i = 0, 1, 0.03 / 2 do
local Num = math.floor(i * MaxAmmo + 0.5)
Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value..""
wait()
end
end
end
end
end
function on2Changed()
if Gui ~= nil and Text ~= nil then
Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value..""
wait()
end
end
function setUpGui()
if vPlayer == nil or vPlayer:findFirstChild("PlayerGui") == nil then
return
end
Gui = Instance.new("ScreenGui")
Text = Instance.new("TextLabel")
Gui.Name = "DEDisplay"
Gui.Parent = vPlayer.PlayerGui
Text.BackgroundColor3 = BrickColor.Black().Color
Text.BackgroundTransparency = 1
Text.BorderColor3 = BrickColor.White().Color
Text.BorderSizePixel = 0
Text.Name = "Ammo"
Text.Parent = Gui
Text.Position = UDim2.new(0.85, 0, 0.825, 0)
Text.Size = UDim2.new(0, 128, 0, 64)
Text.FontSize = "Size18"
Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value..""
Text.TextColor3 = BrickColor.White().Color
end
function onEquippedLocal(mouse)
vPlayer = game.Players.LocalPlayer
setUpGui()
end
function onUnequippedLocal(mouse)
if Gui then
Gui:remove()
end
Gui = nil
Text = nil
vPlayer = nil
end
Tool.Equipped:connect(onEquippedLocal)
Tool.Unequipped:connect(onUnequippedLocal)
Ammo.Changed:connect(onChanged)
Tool.StoredAmmo.Changed:connect(on2Changed)
]===]
s4.Parent = t1
s5 = script:clone()
s5.Name = "Remover"
s5.Disabled = true
so5 = Instance.new("StringValue", s5)
so5.Name = "forCustomRun"
so5.Value = [===[
wait(11)
script.Parent.Smokey.Enabled = false
wait(3)
script.Parent.Parent = nil
]===]
s5.Parent = t1
s6 = script:clone()
s6.Name = "Shooter"
s6.Disabled = false
so6 = Instance.new("StringValue", s6)
so6.Name = "forCustomRunL"
so6.Value = [===[
Tool = script.Parent
local arms = nil
local torso = nil
local weld33 = nil -- right arm
local weld55 = nil -- left arm
local welds = {}
local reloading = false
local firing = false
local canshoot = true
local canreload = true
function ReloadSequence() --THIS WAS ALL FOR YOU SCOUT.
weld33.C1 = CFrame.new(-0.75, 0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.35, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-0.2)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(5), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-0.4)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(10), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-0.5)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(15), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-0.5)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(20), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-1)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(20), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-2)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(30), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-5)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(35), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-13)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(40), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-20)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(40), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-20)
Tool.GripPos = Vector3.new(0,0.1,-0.7)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(25), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-20)
Tool.GripPos = Vector3.new(0,0.2,-1)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(20), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-20)
Tool.GripPos = Vector3.new(0,0.3,-1.3)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(13), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-20)
Tool.GripPos = Vector3.new(0,0.3,-1.6)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(7), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-20)
Tool.GripPos = Vector3.new(0,0.3,-1.8)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(0), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-20)
Tool.GripPos = Vector3.new(0,0.3,-2)----------------------------------------------End Of Spin
wait(0.2)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(-15), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 0.8, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(-30), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(-45), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(-60), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(-75), math.rad(-90))
wait(0.5)----------------------------------------------------------------HandDownPowder
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(-60), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(-45), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 0.8, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(-30), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(-15), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(0), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(15), math.rad(-90))
wait(0.035)
Tool.HandlePowder.Transparency = 0
Tool.Handle.Powder:play()
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(18), math.rad(-90))---SHAKEH SHAKEH
wait(0.04)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(16), math.rad(-90))
wait(0.04)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(18), math.rad(-90))
wait(0.04)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(16), math.rad(-90))
wait(0.04)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(18), math.rad(-90))
wait(0.04)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(16), math.rad(-90))
wait(0.04)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(18), math.rad(-90))
wait(0.04)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(16), math.rad(-90))
wait(0.04)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(18), math.rad(-90))
wait(0.04)
Tool.Handle.Powder:stop()
Tool.HandlePowder.Transparency = 1
wait(0.4)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(-15), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 0.8, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(-30), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(-45), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(-60), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(-75), math.rad(-90))
wait(0.3)----------------------------------------------------------------HandDownBullet
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(271), math.rad(-72), math.rad(-90))
wait(0.3)
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(273), math.rad(-75), math.rad(-90))
wait(0.3)
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(274), math.rad(-72), math.rad(-90))
wait(0.3)
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(-75), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(-60), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(-45), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 0.8, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(-30), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(-15), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(0), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(10), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(10), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(10), math.rad(-100))
wait(0.2)
Tool.HandleCloth.Mesh.Scale = Vector3.new(0.245, 0.245, 0.245)
Tool.HandleCloth.Transparency = 0
Tool.HandleMuzzle.Smokey.Enabled = false
wait(0.3)
Tool.HandleCloth.Mesh.Scale = Vector3.new(0.22, 0.22, 0.22)
wait(0.1)
Tool.HandleCloth.Mesh.Scale = Vector3.new(0.2, 0.2, 0.2)
wait(0.1)
Tool.HandleCloth.Mesh.Scale = Vector3.new(0.15, 0.15, 0.15)
wait(0.1)
Tool.HandleCloth.Mesh.Scale = Vector3.new(0.1, 0.1, 0.1)
wait(0.1)
Tool.HandleCloth.Mesh.Scale = Vector3.new(0.05, 0.05, 0.05)
wait(0.1)
Tool.HandleCloth.Transparency = 1-----------End Of Bullet
wait(0.3)
weld33.C1 = CFrame.new(-0.75, 0.4, 0) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)-----------ROD
weld55.C1 = CFrame.new(-0.5, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(10), math.rad(-90))
wait(0.5)
Tool.Handle.Thap2:play()
Tool.HandleRod2.Transparency = 1
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 0.5, 0)
weld55.C1 = CFrame.new(0, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(25), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1, 0)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(40), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1.4, 0)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(50), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1.8, 0)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(60), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 2.2, 0.1)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(60), math.rad(-90))---Moving Rod
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 2.2, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(55), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1.8, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(50), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1.4, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(45), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1, 0.26)
wait(0.05)
Tool.Handle.Rod:play()
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(40), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 0.6, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(35), math.rad(-90))--Rod Down
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 0.2, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(40), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 0.6, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(45), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(50), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1.4, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(45), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1, 0.26)
wait(0.05)
Tool.Handle.Rod:play()
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(40), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 0.6, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(35), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 0.2, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(40), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 0.6, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(45), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(40), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 0.6, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(35), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 0.2, 0.26)
wait(0.05)
Tool.Handle.Rod:play()
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(40), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 0.6, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(45), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(50), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1.4, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(55), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1.8, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(60), math.rad(-90))---Rod Up
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 2.2, 0.26)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(60), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 2.2, 0.1)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(50), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1.8, 0)
wait(0.05)
weld55.C1 = CFrame.new(0, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(40), math.rad(-90))
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 1.4, 0)
wait(0.05)
weld55.C1 = CFrame.new(-0.5, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(10), math.rad(-90))---End Of Rod
Tool.HandleRod.Mesh.Offset = Vector3.new(0, 0, 0)
Tool.HandleRod2.Transparency = 0
Tool.Handle.Thap2:play()
weld33.C1 = CFrame.new(-0.75, 0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)-----------ROD
weld55.C1 = CFrame.new(-0.5, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(10), math.rad(-90))
wait(0.035)
weld55.C1 = CFrame.new(-0.35, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))--Beginning of Spin
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(7), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-20)
Tool.GripPos = Vector3.new(0,0.3,-1.8)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(13), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-20)
Tool.GripPos = Vector3.new(0,0.3,-1.6)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(20), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-20)
Tool.GripPos = Vector3.new(0,0.3,-1.3)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(25), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-20)
Tool.GripPos = Vector3.new(0,0.2,-1)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(40), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-20)
Tool.GripPos = Vector3.new(0,0,-0.4)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(40), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-20)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(35), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-13)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(30), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-5)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(20), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-2)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(20), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-1)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(15), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-0.5)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(10), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-0.5)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(5), math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-0.4)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.5, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
Tool.GripUp = Vector3.new(0,1,-0.2)
wait(0.035)
weld33.C1 = CFrame.new(-0.75, 0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.35, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
Tool.GripUp = Vector3.new(0,1,0)
wait(0.1)---Begin to Mess with Fire Mech
weld55.C1 = CFrame.new(-0.35, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(295), 0, math.rad(-90))
Tool.GripPos = Vector3.new (0, 0, -0.6)
wait(0.035)
weld55.C1 = CFrame.new(-0.35, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), 0, math.rad(-90))
Tool.GripPos = Vector3.new (0, 0.1, -0.8)
wait(0.035)
wait(0.1)
Tool.GripUp = Vector3.new(0,1,-0.2)
Tool.Handle.Hammer:play()
Tool.HandleFlintCocked.Transparency = 0
Tool.HandleHammerCocked.Transparency = 0
Tool.HandleFlintUnCocked.Transparency = 1
Tool.HandleHammerUnCocked.Transparency = 1
wait(0.25)
Tool.GripUp = Vector3.new(0,1,0)
wait(0.3)
weld55.C1 = CFrame.new(-0.35, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(301), 0, math.rad(-90))
Tool.GripPos = Vector3.new (0, 0.3, -0.85)
wait(0.2)
Tool.Handle.Pan:play()
Tool.HandleFrizzenClosed.Transparency = 0
Tool.HandleFrizzenClosed2.Transparency = 0
Tool.HandleFrizzenOpen.Transparency = 1
Tool.HandleFrizzenOpen2.Transparency = 1
weld55.C1 = CFrame.new(-0.35, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), 0, math.rad(-90))
Tool.GripPos = Vector3.new (0, 0.2, -0.8)
wait(0.035)
weld55.C1 = CFrame.new(-0.35, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(295), 0, math.rad(-90))
Tool.GripPos = Vector3.new (0, 0.1, -0.6)
wait(0.035)
weld55.C1 = CFrame.new(-0.35, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
Tool.GripPos = Vector3.new (0, 0, -0.4)
end
function Reload()
if script.Parent.Ammo.Value < script.Parent.MaxAmmo.Value and reloading == false and script.Parent.StoredAmmo.Value >= 1 and canreload == true then
reloading = true
script.Parent.Ammo.Value = 0
ReloadSequence()
if script.Parent.StoredAmmo.Value >= script.Parent.MaxAmmo.Value then
script.Parent.Ammo.Value = script.Parent.MaxAmmo.Value
script.Parent.StoredAmmo.Value = script.Parent.StoredAmmo.Value - script.Parent.MaxAmmo.Value
script.Parent.Recoil.Value = 5
elseif script.Parent.StoredAmmo.Value < script.Parent.MaxAmmo.Value and script.Parent.StoredAmmo.Value >= 1 then
script.Parent.Ammo.Value = script.Parent.StoredAmmo.Value
script.Parent.StoredAmmo.Value = 0
script.Parent.Recoil.Value = 5
end
reloading = false
end
end
function Equip(mouse)
wait(0.01)
arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")}
torso = Tool.Parent:FindFirstChild("Torso")
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = nil
sh[2].Part1 = nil
falsearm1 = arms[1]:clone()
local mesh1 = Instance.new("BlockMesh")
mesh1.Scale = Vector3.new(.9,.9,.9)
mesh1.Parent = falsearm1
local armweld1 = Instance.new("Weld")
falsearm1.BrickColor = BrickColor.new("Brick yellow")
falsearm1.Parent = Tool
armweld1.Parent = falsearm1
armweld1.Part0 = falsearm1
armweld1.Part1 = arms[1]
falsearm2 = arms[2]:clone()
local mesh2 = Instance.new("BlockMesh")
mesh2.Scale = Vector3.new(.9,.9,.9)
mesh2.Parent = falsearm2
local armweld2 = Instance.new("Weld")
falsearm2.BrickColor = BrickColor.new("Brick yellow")
falsearm2.Parent = Tool
armweld2.Parent = falsearm2
armweld2.Part0 = falsearm2
armweld2.Part1 = arms[2]
local weld1 = Instance.new("Weld") -- left arm
weld55 = weld1
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(-0.35, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
welds[1] = weld1
local weld2 = Instance.new("Weld") -- right arm
weld33 = weld2
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-0.75, 0.1, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
welds[2] = weld2
end
else
print("sh")
end
else
print("arms")
end
end
local legs = nil
local torso2 = nil
local welds2 = {}
local bodyforce = nil
function Crouch(mouse)
wait(0.01)
legs = {Tool.Parent:FindFirstChild("Left Leg"), Tool.Parent:FindFirstChild("Right Leg")}
torso2 = Tool.Parent:FindFirstChild("Torso")
if arms ~= nil and torso ~= nil then
local hp = {torso:FindFirstChild("Left Hip"), torso:FindFirstChild("Right Hip")}
if hp ~= nil then
local yes = true
if yes then
yes = false
Tool.Parent.Humanoid.WalkSpeed = 5
hp[1].Part1 = nil
hp[2].Part1 = nil
legs[1].Name = "Left"
legs[1].CanCollide = true
legs[2].Name = "Right"
legs[2].CanCollide = true
local weld1 = Instance.new("Weld") -- left arm
weld1.Part0 = torso2
weld1.Parent = torso2
weld1.Part1 = legs[1]
weld1.C1 = CFrame.new(-0.5,0.5,0.5) * CFrame.fromEulerAnglesXYZ(0.6,0,0)
welds2[1] = weld1
local weld2 = Instance.new("Weld") -- right arm
weld2.Part0 = torso2
weld2.Parent = torso2
weld2.Part1 = legs[2]
weld2.C1 = CFrame.new(0.5,0.5,0.5) * CFrame.fromEulerAnglesXYZ(0.6,0,0)
welds2[2] = weld2
bodyforce = Instance.new("BodyForce")
bodyforce.Parent = torso2
end
else
print("hp")
end
else
print("legs")
end
end
function Uncrouch(mouse)
if arms ~= nil and torso ~= nil then
local hp = {torso2:FindFirstChild("Left Hip"), torso2:FindFirstChild("Right Hip")}
if hp ~= nil then
local yes = true
if yes then
yes = false
Tool.Parent.Humanoid.WalkSpeed = 16
hp[1].Part1 = legs[1]
hp[2].Part1 = legs[2]
legs[1].Name = "Left Leg"
legs[2].Name = "Right Leg"
welds2[1].Parent = nil
welds2[2].Parent = nil
bodyforce:remove()
end
else
print("hp")
end
else
print("legs")
end
end
function Unequip(mouse)
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = arms[1]
sh[2].Part1 = arms[2]
welds[1].Parent = nil
welds[2].Parent = nil
falsearm1:remove()
falsearm2:remove()
end
else
print("sh")
end
else
print("arms")
end
end
function fire(v)
Tool.Handle.Thap:play()
Tool.HandleFlintCocked.Transparency = 1
Tool.HandleHammerCocked.Transparency = 1
Tool.HandleFrizzenClosed.Transparency = 1
Tool.HandleFrizzenClosed2.Transparency = 1
Tool.HandleFlintUnCocked.Transparency = 0
Tool.HandleHammerUnCocked.Transparency = 0
Tool.HandleFrizzenOpen.Transparency = 0
Tool.HandleFrizzenOpen2.Transparency = 0
local spark = Instance.new("Fire")
spark.Parent = Tool.HandleFrizzenOpen
spark.Heat = 1
spark.Size = 2
wait(0.01)
spark:Remove()
wait(0.05)
Tool.Handle.Fire:play()
Tool.HandleMuzzle.Smokey.Enabled = true
local spark2 = Instance.new("Fire")
spark2.Parent = Tool.HandleMuzzle
spark2.Heat = 1
spark2.Size = 2
wait(0.01)
spark2:Remove()
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local missile = Instance.new("Part")
local spawnPos = vCharacter.PrimaryPart.Position
spawnPos = spawnPos + (v * 8)
missile.Position = spawnPos
missile.Size = Vector3.new(1,1,1)
missile.Velocity = v * 600
missile.BrickColor = BrickColor.new("Really black")
missile.Shape = 0
missile.BottomSurface = 0
missile.TopSurface = 0
missile.Name = "Bullet"
missile.Elasticity = 0
missile.Reflectance = 0.1
missile.Friction = .9
missile.CanCollide = false
local force = Instance.new("BodyForce")
force.force = Vector3.new(0,missile:getMass() * 196,0)
force.Parent = missile
local mesh = Instance.new("SpecialMesh")
mesh.Scale = Vector3.new(.2,.2,.2)
mesh.MeshType = "Sphere"
mesh.Parent = missile
local new_script = script.Parent.Bullet:clone()
new_script.Disabled = false
new_script.Parent = missile
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = vPlayer
creator_tag.Name = "creator"
creator_tag.Parent = missile
missile.Parent = game.Workspace
local smoke = Instance.new("Part")
smoke.Position = Tool.HandleMuzzle.Position
smoke.Size = Vector3.new(1,1,1)
smoke.Velocity = v * 1
smoke.BrickColor = BrickColor.new("White")
smoke.Shape = 0
smoke.BottomSurface = 0
smoke.TopSurface = 0
smoke.Name = "Smoke"
smoke.Elasticity = 0
smoke.Reflectance = 0
smoke.Friction = 0
smoke.CanCollide = false
smoke.Anchored = true
smoke.Transparency = 1
local smoke1 = script.Parent.HandleMuzzle.Smokey:clone()
smoke1.Parent = smoke
smoke1.Opacity = 0.8
smoke1.Enabled = true
smoke.Parent = game.Workspace
local new_script1 = script.Parent.Remover:clone()
new_script1.Disabled = false
new_script1.Parent = smoke
cam = game.Workspace.CurrentCamera
local cam_rot = cam.CoordinateFrame - cam.CoordinateFrame.p
local cam_scroll = (cam.CoordinateFrame.p - cam.Focus.p).magnitude
local ncf = CFrame.new(cam.Focus.p)*cam_rot*CFrame.fromEulerAnglesXYZ(0.005, 0, 0)
cam.CoordinateFrame = ncf*CFrame.new(0, 0, cam_scroll)
weld33.C1 = CFrame.new(-0.75, 0.1, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.35, 1.3, 0.55) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
wait(0.005)
cam = game.Workspace.CurrentCamera
local cam_rot = cam.CoordinateFrame - cam.CoordinateFrame.p
local cam_scroll = (cam.CoordinateFrame.p - cam.Focus.p).magnitude
local ncf = CFrame.new(cam.Focus.p)*cam_rot*CFrame.fromEulerAnglesXYZ(0.0025, 0, 0)
cam.CoordinateFrame = ncf*CFrame.new(0, 0, cam_scroll)
weld33.C1 = CFrame.new(-0.75, 0.15, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.35, 1.35, 0.575) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
wait(0.005)
cam = game.Workspace.CurrentCamera
local cam_rot = cam.CoordinateFrame - cam.CoordinateFrame.p
local cam_scroll = (cam.CoordinateFrame.p - cam.Focus.p).magnitude
local ncf = CFrame.new(cam.Focus.p)*cam_rot*CFrame.fromEulerAnglesXYZ(-0.0025, 0, 0)
cam.CoordinateFrame = ncf*CFrame.new(0, 0, cam_scroll)
weld33.C1 = CFrame.new(-0.75, 0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), 0)
weld55.C1 = CFrame.new(-0.35, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
wait(1)
end
function KeyDownFunctions(key)
if key == "r" then
Reload()
end
if key == "v" then
if c.Value == false then
c.Value = true
Crouch()
elseif c.Value == true then
c.Value = false
Uncrouch()
end
end
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
local ammo = script.Parent.Ammo
local maxammo = script.Parent.MaxAmmo
firing = true
while firing == true do
wait()
if reloading == false and humanoid.Health >= 1 then
if ammo.Value >= 1 then
ammo.Value = ammo.Value - 1
local targetPos = humanoid.TargetPoint
local lookAt = (targetPos - character.Head.Position).unit
if script.Parent.Recoil.Value < 10 then
script.Parent.Recoil.Value = script.Parent.Recoil.Value + 1
end
fire(lookAt)
else
Reload()
break
end
elseif reloading == false and humanoid.Health < 1 then
Tool:remove()
end
end
Tool.Enabled = true
end
function nofiar(mouse)
firing = false
end
function onEquippedLocal(mouse)
if mouse == nil then
print("Mouse not found")
return
end
mouse.Icon = "http://www.roblox.com/asset/?id=30699648"
-- mouse.Button1Down:connect(function() onButton1Down(mouse) end)
mouse.Button1Up:connect(function() nofiar(mouse) end)
mouse.KeyDown:connect(KeyDownFunctions)
c = Tool.Parent:findFirstChild("Crouch")
while true do
wait()
end
end
function onUnequippedLocal(mouse)
nofiar(mouse)
end
Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
script.Parent.Activated:connect(onActivated)
Tool.Equipped:connect(Equip)
Tool.Unequipped:connect(Unequip)
Tool.Unequipped:connect(Uncrouch)
]===]
s6.Parent = t1
p30 = Instance.new("Part", t1)
p30.BrickColor = BrickColor.new("Institutional white")
p30.Transparency = 1
p30.Name = "HandlePowder"
p30.CFrame = CFrame.new(-40.9500046, 4.50525618, -42.7588463, 1, 5.97108709e-008, 1.59994791e-008, 4.37113883e-008, -0.5, -0.866025388, -4.37113883e-008, 0.866025388, -0.5)
p30.CanCollide = false
p30.FormFactor = Enum.FormFactor.Custom
p30.Size = Vector3.new(1, 1, 1)
b29 = Instance.new("SpecialMesh", p30)
b29.MeshId = "http://www.roblox.com/asset/?id=1033714"
b29.TextureId = ""
b29.MeshType = Enum.MeshType.FileMesh
b29.Name = "Mesh"
b29.Scale = Vector3.new(0.200000003, 1.5, 0.200000003)
p31 = Instance.new("Part", t1)
p31.BrickColor = BrickColor.new("Pastel yellow")
p31.Transparency = 1
p31.Name = "HandleCloth"
p31.CFrame = CFrame.new(-40.9000015, 4.20000029, -42.2999992, 0, 0, -1, 0, 1, -0, 1, 0, -0)
p31.CanCollide = false
p31.FormFactor = Enum.FormFactor.Symmetric
p31.Size = Vector3.new(1, 1, 1)
b30 = Instance.new("SpecialMesh", p31)
b30.MeshType = Enum.MeshType.Sphere
b30.Name = "Mesh"
b30.Scale = Vector3.new(0.245000005, 0.245000005, 0.245000005)
s7 = script:clone()
s7.Name = "Crouch"
s7.Disabled = false
so7 = Instance.new("StringValue", s7)
so7.Name = "forCustomRunL"
so7.Value = [===[
on = 0
Tool = script.Parent
welds = {}
sh = {}
arms = nil
torso = nil
f = nil
function Crouch(ison)
if arms == nil and torso == nil then
arms = {Tool.Parent:FindFirstChild("Left Leg"), Tool.Parent:FindFirstChild("Right Leg")}
torso = Tool.Parent:FindFirstChild("Torso")
end
if arms ~= nil and torso ~= nil then
sh = {torso:FindFirstChild("Left Hip"), torso:FindFirstChild("Right Hip")}
if sh ~= nil then
local yes = true
if yes then
yes = false
if ison == 1 then
sh[1].Part1 = nil
sh[2].Part1 = nil
local weld1 = Instance.new("Weld")
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(-0.5, 0.75, 1)
arms[1].Name = "LDave"
arms[1].CanCollide = true
welds[1] = weld1
-------------------------------------------
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(0.5,0.495,1.25) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0)
arms[2].Name = "RDave"
arms[2].CanCollide = true
welds[2] = weld2
---------------------------------
local force = Instance.new("BodyForce")
force.Parent = torso
f = force
wait(0.01)
elseif ison == 0 then
if arms then
sh[1].Part1 = arms[1]
sh[2].Part1 = arms[2]
f.Parent = nil
arms[2].Name = "Right Leg"
arms[1].Name = "Left Leg"
welds[1].Parent = nil
welds[2].Parent = nil
end
end
--
end
else
print("sh")
end
else
print("arms")
end
end
function Key(key)
if key then
key = string.lower(key)
if (key=="c") then
if on == 1 then
on = 0
elseif on == 0 then
on = 1
end
Crouch(on)
end
end
end
function Equip(mouse)
mouse.KeyDown:connect(Key)
end
script.Parent.Equipped:connect(Equip)
]===]
s7.Parent = t1
w1 = Instance.new("Weld", p1)
w1.Part0 = p1
w1.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w1.Part1 = p1
w1.C1 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w2 = Instance.new("Weld", p1)
w2.Part0 = p1
w2.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w2.Part1 = p12
w2.C1 = CFrame.new(0, -0.5, 0, 1, 0, 0, 0, 0.707106769, -0.707106769, 0, 0.707106769, 0.707106769)
w3 = Instance.new("Weld", p1)
w3.Part0 = p1
w3.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w3.Part1 = p6
w3.C1 = CFrame.new(0, 0.25, 1, -1, 8.74227766e-008, 0, -8.74227766e-008, -1, 0, 0, 0, 1)
w4 = Instance.new("Weld", p1)
w4.Part0 = p1
w4.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w4.Part1 = p13
w4.C1 = CFrame.new(0, -0.699999988, -0.100000001, 1, 0, 0, 0, 0.642787635, -0.766044438, 0, 0.766044438, 0.642787635)
w5 = Instance.new("Weld", p1)
w5.Part0 = p1
w5.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w5.Part1 = p2
w5.C1 = CFrame.new(0, -1.54999995, -0.600000024, 1, 0, 0, 0, -4.37113883e-008, -1, 0, 1, -4.37113883e-008)
w6 = Instance.new("Weld", p1)
w6.Part0 = p1
w6.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w6.Part1 = p7
w6.C1 = CFrame.new(0, -0.550000012, 1.10000002, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w7 = Instance.new("Weld", p1)
w7.Part0 = p1
w7.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w7.Part1 = p14
w7.C1 = CFrame.new(0, -0.200000003, 0.200000003, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w8 = Instance.new("Weld", p1)
w8.Part0 = p1
w8.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w8.Part1 = p15
w8.C1 = CFrame.new(0, 0.100000001, 0.200000003, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w9 = Instance.new("Weld", p1)
w9.Part0 = p1
w9.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w9.Part1 = p16
w9.C1 = CFrame.new(0, 0.349999994, 0.230000004, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w10 = Instance.new("Weld", p1)
w10.Part0 = p1
w10.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w10.Part1 = p27
w10.C1 = CFrame.new(0, -0.449999988, 2, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w11 = Instance.new("Weld", p1)
w11.Part0 = p1
w11.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w11.Part1 = p20
w11.C1 = CFrame.new(0, -2.5, -0.600000024, 1, 0, 0, 0, -4.37113883e-008, -1, 0, 1, -4.37113883e-008)
w12 = Instance.new("Weld", p1)
w12.Part0 = p1
w12.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w12.Part1 = p25
w12.C1 = CFrame.new(0, -1.39999998, -0.330000013, 1, 0, 0, 0, -4.37113883e-008, -1, 0, 1, -4.37113883e-008)
w13 = Instance.new("Weld", p1)
w13.Part0 = p1
w13.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w13.Part1 = p22
w13.C1 = CFrame.new(-0.200000003, -0.524999976, 0.75, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w14 = Instance.new("Weld", p1)
w14.Part0 = p1
w14.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w14.Part1 = p23
w14.C1 = CFrame.new(-0.200000003, -0.74000001, 0, 1, 0, 0, 0, 0.707106769, -0.707106769, 0, 0.707106769, 0.707106769)
w15 = Instance.new("Weld", p1)
w15.Part0 = p1
w15.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w15.Part1 = p24
w15.C1 = CFrame.new(-0.200000003, -1.20000005, -0.522499979, 1, 0, 0, 0, -4.37113883e-008, -1, 0, 1, -4.37113883e-008)
w16 = Instance.new("Weld", p1)
w16.Part0 = p1
w16.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w16.Part1 = p17
w16.C1 = CFrame.new(0.535000026, -0.25, 0.649999976, -4.37113883e-008, -1, 0, 1, -4.37113883e-008, 0, 0, 0, 1)
w17 = Instance.new("Weld", p1)
w17.Part0 = p1
w17.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w17.Part1 = p18
w17.C1 = CFrame.new(-0.25, -0.649999976, -0.75, 1, 0, 0, 0, -4.37113883e-008, -1, 0, 1, -4.37113883e-008)
w18 = Instance.new("Weld", p1)
w18.Part0 = p1
w18.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w18.Part1 = p19
w18.C1 = CFrame.new(-0.25, -0.00999999978, -1.04999995, 1, 0, 0, 0, -0.766044438, -0.642787635, 0, 0.642787635, -0.766044438)
w19 = Instance.new("Weld", p1)
w19.Part0 = p1
w19.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w19.Part1 = p4
w19.C1 = CFrame.new(-0.25, -0.800000012, 0.720000029, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w20 = Instance.new("Weld", p1)
w20.Part0 = p1
w20.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w20.Part1 = p5
w20.C1 = CFrame.new(-0.25, -1.10000002, 0.0500000007, 1, 0, 0, 0, 0.642787635, -0.766044438, 0, 0.766044438, 0.642787635)
w21 = Instance.new("Weld", p1)
w21.Part0 = p1
w21.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w21.Part1 = p21
w21.C1 = CFrame.new(-0.25, -0.550000012, 0.949999988, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w22 = Instance.new("Weld", p1)
w22.Part0 = p1
w22.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w22.Part1 = p8
w22.C1 = CFrame.new(-0.25, -0.600000024, 0.975000024, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w23 = Instance.new("Weld", p1)
w23.Part0 = p1
w23.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w23.Part1 = p9
w23.C1 = CFrame.new(-0.25, -0.699999988, 0.930000007, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w24 = Instance.new("Weld", p1)
w24.Part0 = p1
w24.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w24.Part1 = p10
w24.C1 = CFrame.new(-0.25, -1.125, 0.300000012, 1, 0, 0, 0, 0.707106769, -0.707106769, 0, 0.707106769, 0.707106769)
w25 = Instance.new("Weld", p1)
w25.Part0 = p1
w25.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w25.Part1 = p11
w25.C1 = CFrame.new(-0.25, -1.25, 0.25, 1, 0, 0, 0, 0.707106769, -0.707106769, 0, 0.707106769, 0.707106769)
w26 = Instance.new("Weld", p1)
w26.Part0 = p1
w26.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w26.Part1 = p3
w26.C1 = CFrame.new(0.574999988, -0.5, 0, -4.37113883e-008, 0, 1, 0, 1, 0, -1, 0, -4.37113883e-008)
w27 = Instance.new("Weld", p1)
w27.Part0 = p1
w27.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w27.Part1 = p29
w27.C1 = CFrame.new(0.800000012, -0.200000003, 0, -4.37113883e-008, 0, 1, 0, 1, 0, -1, 0, -4.37113883e-008)
w28 = Instance.new("Weld", p1)
w28.Part0 = p1
w28.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w28.Part1 = p28
w28.C1 = CFrame.new(0, -0.75, 0.100000001, 1, 0, 0, 0, 0.49999997, -0.866025448, 0, 0.866025448, 0.49999997)
w29 = Instance.new("Weld", p1)
w29.Part0 = p1
w29.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w29.Part1 = p26
w29.C1 = CFrame.new(0, -2.4000001, -0.330000013, 1, 0, 0, 0, -4.37113883e-008, -1, 0, 1, -4.37113883e-008)
w30 = Instance.new("Weld", p1)
w30.Part0 = p1
w30.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w30.Part1 = p30
w30.C1 = CFrame.new(0.649999976, 1.79999995, 2.20000005, -4.37113883e-008, -1, 0, 0.866025388, -3.78551732e-008, 0.5, -0.5, 2.18556941e-008, 0.866025388)
w31 = Instance.new("Weld", p1)
w31.Part0 = p1
w31.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
w31.Part1 = p31
w31.C1 = CFrame.new(0, -2.5, -0.600000024, 1, 0, 0, 0, -4.37113883e-008, -1, 0, 1, -4.37113883e-008)
m.Parent = game:service("Workspace")
m:MakeJoints()
|
function Physic_Standart_Dirt_2_Grass(Map_ID, X, Y, Z)
Player_Number = Map_Block_Get_Player_Last(Map_ID, X, Y, Z)
local i = 0
local Quit = 0
local Block_Type = 0
local Found_Grass = 0
for ix = -1, 1 do
for iy = -1, 1 do
for iz = -1, 1 do
if Map_Block_Get_Type(Map_ID, X+ix, Y+iy, Z+iz) == 2 then
Found_Grass = 1
break
end
end
end
end
if Found_Grass == 1 then
repeat
i = i + 1
Block_Type = Map_Block_Get_Type(Map_ID, X, Y, Z+i)
if Block_Type == -1 then
Map_Block_Change(Player_Number, Map_ID, X, Y, Z, 2, 1, 1, 1, 5)
elseif Block_Type ~= 0 and Block_Type ~= 6 and Block_Type ~= 18 and Block_Type ~= 20 and Block_Type ~= 37 and Block_Type ~= 38 and Block_Type ~= 39 and Block_Type ~= 40 and Block_Type ~= 251 then
break
end
until Block_Type == -1
end
end
function Physic_Standart_Grass_2_Dirt(Map_ID, X, Y, Z)
Player_Number = Map_Block_Get_Player_Last(Map_ID, X, Y, Z)
local i = 0
local Quit = 0
local Block_Type = 0
repeat
i = i + 1
Block_Type = Map_Block_Get_Type(Map_ID, X, Y, Z+i)
if Block_Type == -1 then
break
elseif Block_Type ~= 0 and Block_Type ~= 6 and Block_Type ~= 18 and Block_Type ~= 20 and Block_Type ~= 37 and Block_Type ~= 38 and Block_Type ~= 39 and Block_Type ~= 40 and Block_Type ~= 251 then
Map_Block_Change(Player_Number, Map_ID, X, Y, Z, 3, 1, 1, 1, 5)
end
until Block_Type == -1
end
-- ##################### Simple and Fast variation: ###################
function Physic_Standart_Dirt_2_Grass_Fast(Map_ID, X, Y, Z)
local Player_Number = Map_Block_Get_Player_Last(Map_ID, X, Y, Z)
local Found_Grass = 0
for ix = -1, 1 do
for iy = -1, 1 do
for iz = -1, 1 do
if Map_Block_Get_Type(Map_ID, X+ix, Y+iy, Z+iz) == 2 then
Found_Grass = 1
break
end
end
end
end
if Found_Grass == 1 then
local Block_Type = Map_Block_Get_Type(Map_ID, X, Y, Z+i)
if Block_Type == -1 and Block_Type == 0 or Block_Type == 6 or Block_Type == 18 or Block_Type == 20 or Block_Type == 37 or Block_Type == 38 or Block_Type == 39 or Block_Type == 40 or Block_Type == 251 then
Map_Block_Change(Player_Number, Map_ID, X, Y, Z, 2, 1, 1, 1, 5)
end
end
end
function Physic_Standart_Grass_2_Dirt_Fast(Map_ID, X, Y, Z)
local Player_Number = Map_Block_Get_Player_Last(Map_ID, X, Y, Z)
local Block_Type = Map_Block_Get_Type(Map_ID, X, Y, Z+1)
if Block_Type ~= -1 and Block_Type ~= 0 and Block_Type ~= 6 and Block_Type ~= 18 and Block_Type ~= 20 and Block_Type ~= 37 and Block_Type ~= 38 and Block_Type ~= 39 and Block_Type ~= 40 and Block_Type ~= 251 then
Map_Block_Change(Player_Number, Map_ID, X, Y, Z, 3, 1, 1, 1, 5)
end
end
|
local function getSteamId(player)
local steamIdentifier
local identifiers = GetPlayerIdentifiers(player)
for _, v in pairs(identifiers) do
if string.find(v, "steam") then
steamIdentifier = v
break
end
end
return steamIdentifier
end
local function loadAllData()
local loadFile= LoadResourceFile(GetCurrentResourceName(), "playerData.json")
local extract = {}
extract = json.decode(loadFile)
return extract
end
RegisterServerEvent('playerpoint:saveBlip')
AddEventHandler('playerpoint:saveBlip', function(blips)
local player = source
local steamIdentifier = getSteamId(player)
local allData = loadAllData()
if steamIdentifier then
allData[steamIdentifier] = blips
SaveResourceFile(GetCurrentResourceName(), "playerData.json", json.encode(allData), -1)
end
end)
RegisterServerEvent('playerpoint:loadBlips')
AddEventHandler('playerpoint:loadBlips', function()
local player = source
local steamIdentifier = getSteamId(player)
local allData = loadAllData()
if steamIdentifier then
local playerData = allData[steamIdentifier]
TriggerClientEvent('playerpoint:loadBlips', player, playerData)
end
end)
|
local color = Screen:getColor(100,100)
print("坐标100,100的bgr颜色是",string.format("%06X",color))
print(Screen:getWidthHeight())
print(Input)
---@type LayoutParams
local layoutParams = {
width = 800,
height = 800,
flags = LayoutParamsFlags.FLAG_NOT_FOCUSABLE,
format = PixelFormat.RGBA_8888,
}
local floatView = UI:newFloatView("test","file://view.lua",layoutParams)
print(floatView:show())
print(UI:takeSignal())
floatView:conceal()
|
object_tangible_loot_mustafar_cube_loot_cube_loot_1g = object_tangible_loot_mustafar_cube_loot_shared_cube_loot_1g:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_mustafar_cube_loot_cube_loot_1g, "object/tangible/loot/mustafar/cube/loot/cube_loot_1g.iff")
|
-- Copyright 2007-2021 Mitchell. See LICENSE.
local M = {}
--[[ This comment is for LuaDoc.
---
-- Bookmarks for Textadept.
-- @field MARK_BOOKMARK (number)
-- The bookmark mark number.
module('textadept.bookmarks')]]
M.MARK_BOOKMARK = _SCINTILLA.next_marker_number()
---
-- Toggles a bookmark on the current line.
-- @name toggle
function M.toggle()
local line = buffer:line_from_position(buffer.current_pos)
local has_mark = buffer:marker_get(line) & 1 << M.MARK_BOOKMARK - 1 > 0
local f = has_mark and buffer.marker_delete or buffer.marker_add
f(buffer, line, M.MARK_BOOKMARK)
end
---
-- Clears all bookmarks in the current buffer.
-- @name clear
function M.clear() buffer:marker_delete_all(M.MARK_BOOKMARK) end
-- Returns an iterator for all bookmarks in the given buffer.
local function bookmarks(buffer)
return function(buffer, line)
line = buffer:marker_next(line + 1, 1 << M.MARK_BOOKMARK - 1)
return line >= 1 and line or nil
end, buffer, 0
end
---
-- Prompts the user to select a bookmarked line to move the caret to the
-- beginning of unless *next* is given.
-- If *next* is `true` or `false`, moves the caret to the beginning of the next
-- or previously bookmarked line, respectively.
-- @param next Optional flag indicating whether to go to the next or previous
-- bookmarked line relative to the current line. The default value is `nil`,
-- prompting the user for a bookmarked line to go to.
-- @name goto_mark
function M.goto_mark(next)
if next ~= nil then
local f = next and buffer.marker_next or buffer.marker_previous
local line = buffer:line_from_position(buffer.current_pos)
local BOOKMARK_BIT = 1 << M.MARK_BOOKMARK - 1
line = f(buffer, line + (next and 1 or -1), BOOKMARK_BIT)
if line == -1 then
line = f(buffer, (next and 1 or buffer.line_count), BOOKMARK_BIT)
end
if line >= 1 then textadept.editing.goto_line(line) end
return
end
-- List the current buffer's marks, and then all other buffers' marks.
local scan_this_buffer, utf8_list, buffers = true, {}, {}
::rescan::
for _, buffer in ipairs(_BUFFERS) do
if not (scan_this_buffer == (buffer == _G.buffer)) then goto continue end
local filename = buffer.filename or buffer._type or _L['Untitled']
if buffer.filename then filename = filename:iconv('UTF-8', _CHARSET) end
local basename = buffer.filename and filename:match('[^/\\]+$') or filename
for line in bookmarks(buffer) do
utf8_list[#utf8_list + 1] = string.format(
'%s:%d: %s', basename, line, buffer:get_line(line):match('^[^\r\n]*'))
buffers[#buffers + 1] = buffer
end
::continue::
end
scan_this_buffer = not scan_this_buffer
if not scan_this_buffer then goto rescan end
if #utf8_list == 0 then return end
local button, i = ui.dialogs.filteredlist{
title = _L['Select Bookmark'], columns = _L['Bookmark'], items = utf8_list
}
if button ~= 1 or not i then return end
view:goto_buffer(buffers[i])
textadept.editing.goto_line(tonumber(utf8_list[i]:match('^[^:]+:(%d+):')))
end
local lines = {}
-- Save and restore bookmarks on buffer:reload().
events.connect(events.FILE_BEFORE_RELOAD, function()
for line in bookmarks(buffer) do lines[#lines + 1] = line end
end)
events.connect(events.FILE_AFTER_RELOAD, function()
for _, line in ipairs(lines) do buffer:marker_add(line, M.MARK_BOOKMARK) end
lines = {} -- clear
end)
return M
|
-----------------------------------
-- Area: Southern San d'Oria
-- NPC: Raimbroy
-- Starts and Finishes Quest: The Sweetest Things
-- !zone 230
-------------------------------------
require("scripts/globals/settings");
local ID = require("scripts/zones/Southern_San_dOria/IDs");
require("scripts/globals/titles");
require("scripts/globals/shop");
require("scripts/globals/quests");
-----------------------------------
function onTrade(player,npc,trade)
-- "Flyers for Regine" conditional script
local FlyerForRegine = player:getQuestStatus(SANDORIA,tpz.quest.id.sandoria.FLYERS_FOR_REGINE);
-- "The Sweetest Things" quest status var
local theSweetestThings = player:getQuestStatus(SANDORIA,tpz.quest.id.sandoria.THE_SWEETEST_THINGS);
if (theSweetestThings ~= QUEST_AVAILABLE) then
if (trade:hasItemQty(4370,5) and trade:getItemCount() == 5) then
player:startEvent(535,GIL_RATE*400);
else
player:startEvent(522);
end
end
if (FlyerForRegine == 1) then
local count = trade:getItemCount();
local MagicFlyer = trade:hasItemQty(532,1);
if (MagicFlyer == true and count == 1) then
player:messageSpecial(ID.text.FLYER_REFUSED);
end
end
end;
function onTrigger(player,npc)
local theSweetestThings = player:getQuestStatus(SANDORIA, tpz.quest.id.sandoria.THE_SWEETEST_THINGS);
-- "The Sweetest Things" Quest Dialogs
if (player:getFameLevel(SANDORIA) >= 2 and theSweetestThings == QUEST_AVAILABLE) then
theSweetestThingsVar = player:getCharVar("theSweetestThings");
if (theSweetestThingsVar == 1) then
player:startEvent(533);
elseif (theSweetestThingsVar == 2) then
player:startEvent(534);
else
player:startEvent(532);
end
elseif (theSweetestThings == QUEST_ACCEPTED) then
player:startEvent(536);
elseif (theSweetestThings == QUEST_COMPLETED) then
player:startEvent(537);
end
end;
function onEventUpdate(player,csid,option)
end;
function onEventFinish(player,csid,option)
-- "The Sweetest Things" ACCEPTED
if (csid == 532) then
player:setCharVar("theSweetestThings", 1);
elseif (csid == 533) then
if (option == 0) then
player:addQuest(SANDORIA,tpz.quest.id.sandoria.THE_SWEETEST_THINGS);
player:setCharVar("theSweetestThings", 0);
else
player:setCharVar("theSweetestThings", 2);
end
elseif (csid == 534 and option == 0) then
player:addQuest(SANDORIA, tpz.quest.id.sandoria.THE_SWEETEST_THINGS);
player:setCharVar("theSweetestThings", 0);
elseif (csid == 535) then
player:tradeComplete();
player:addTitle(tpz.title.APIARIST);
player:addGil(GIL_RATE*400);
if (player:getQuestStatus(SANDORIA, tpz.quest.id.sandoria.THE_SWEETEST_THINGS) == QUEST_ACCEPTED) then
player:addFame(SANDORIA,30);
player:completeQuest(SANDORIA, tpz.quest.id.sandoria.THE_SWEETEST_THINGS);
else
player:addFame(SANDORIA, 5);
end
end
end;
|
local function doesFileExist( fname, path )
local results = false
-- Path for the file
local filePath = system.pathForFile( fname, path )
if ( filePath ) then
local file, errorString = io.open( filePath, "r" )
if not file then
-- Error occurred; output the cause
logger( "File error: " .. errorString )
else
-- File exists!
logger( "File found: " .. fname )
results = true
-- Close the file handle
file:close()
end
end
return results
end
function isFile(name)
if type(name)~="string" then return false end
if not isDir(name) then
return os.rename(name,name) and true or false
-- note that the short evaluation is to
-- return false instead of a possible nil
end
return false
end
function isFileOrDir(name)
if type(name)~="string" then return false end
return os.rename(name, name) and true or false
end
function isDir(name)
if type(name)~="string" then return false end
local cd = lfs.currentdir()
local is = lfs.chdir(name) and true or false
lfs.chdir(cd)
return is
end
function choice(passedTable)
local tempNumber = math.random(1,#passedTable)
return passedTable[tempNumber]
end
function rollDice( dicePattern )
-- Dice pattern 3d6+3k3
-- First number : number of dice
-- d : required string
-- Second number : sides to the dice
-- +/- : optional modifier
-- ^/k : optional string; '^' keeps the high values, 'k' keeps the low values
-- Third number : number of dice to keep, i.e. 4d6^3 keeps the best three numbers
local dice = {}
local random = math.random
local total = 0
-- Parse the string
local count, sides, sign, modifier, keepHiLo, keep = string.match( dicePattern, "(%d+)[dD](%d+)([%+%-]*)(%d*)([%^k]*)(%d*)" )
modifier = tonumber(modifier)
keep = tonumber(keep)
if ( modifier == nil ) then
modifier = 0
end
if ( sign == "-" and modifier > 0 ) then
modifier = modifier * -1
end
for i = 1, count do
dice[i] = random( sides )
end
if ( keep ) then
local function keepCompare( a, b )
return a > b
end
if ( keepHiLo == "k" ) then
table.sort( dice )
else
table.sort( dice, keepCompare )
end
for i = 1, keep do
total = total + dice[i]
end
else
for i = 1, count do
total = total + dice[i]
end
end
total = total + modifier
return total, dice
end
-- Remove duplicates from a table array (doesn't currently work
-- on key-value tables)
function table_unique(tt)
local newtable
newtable = {}
for ii,xx in ipairs(tt) do
if(table_count(newtable, xx) == 0) then
newtable[#newtable+1] = xx
end
end
return newtable
end
-- implode(separator, table)
function implode(d,p)
local newstr
newstr = ""
if(#p == 1) then
return p[1]
end
for ii = 1, (#p-1) do
newstr = newstr .. p[ii] .. d
end
newstr = newstr .. p[#p]
return newstr
end
-- Careful of random number seeding here- you will need to randomly
-- seed before calling this
function randomlist(l, samp)
local newlist
newlist = {}
if not samp then
samp = 0
else
samp = #l - samp
end
while #l > samp do
local idx
idx = math.random(1, #l)
newlist[#newlist + 1] = l[idx]
table.remove(l, idx)
end
return newlist
end
function StripDuplicates(t)
local hash = {}
local res = {}
for _,v in ipairs(t) do
if (not hash[v]) then
res[#res+1] = v -- you could logger here instead of saving to result table if you wanted
hash[v] = true
end
end
return res
end
function ShuffleTable(t)
shuffled = {}
for i, v in ipairs(t) do
local pos = math.random(1, #shuffled+1)
table.insert(shuffled, pos, v)
end
return shuffled
end
-- http://lua-users.org/wiki/FileInputOutput
-- see if the file exists
function file_exists(file)
local f = io.open(file, "rb")
if f then f:close() end
return f ~= nil
end
-- get all lines from a file, returns an empty
-- list/table if the file does not exist
function lines_from(file)
if not file_exists(file) then return {} end
lines = {}
for line in io.lines(file) do
lines[#lines + 1] = line
end
return lines
end
function readAll(file)
local f = assert(io.open(file, "rb"))
local content = f:read("*all")
f:close()
return content
end
function loadjson(file)
local f = assert(io.open(file, "rb"))
local content = f:read("*all")
f:close()
return JSON:decode(content)
end
function fitImage( displayObject, fitWidth, fitHeight, enlarge )
--
-- first determine which edge is out of bounds
--
local scaleFactor = fitHeight / displayObject.height
local newWidth = displayObject.width * scaleFactor
if newWidth > fitWidth then
scaleFactor = fitWidth / displayObject.width
end
if not enlarge and scaleFactor > 1 then
return
end
displayObject:scale( scaleFactor, scaleFactor )
return scaleFactor
end
function GetUserList(event)
local result = nil
if not event.error then
result = event.result
end
return result
end
function ParseRoll(formula)
local result
if string.match(formula, "*") then
-- Found a *
-- local formula = "2d6+3"
local tempSplit = SplitString(formula, "*")
local tempResult,rolls = rollDice(tempSplit[1])
-- for i = 1, #rolls do
-- logger( i, rolls[i] )
-- end
result = tempResult*tonumber(tempSplit[2])
else
local tempResult,rolls = rollDice(formula)
-- for i = 1, #rolls do
-- logger( i, rolls[i] )
-- end
result = tempResult
end
return result
end
function rollDice( dicePattern )
-- Dice pattern 3d6+3k3
-- First number : number of dice
-- d : required string
-- Second number : sides to the dice
-- +/- : optional modifier
-- ^/k : optional string; '^' keeps the high values, 'k' keeps the low values
-- Third number : number of dice to keep, i.e. 4d6^3 keeps the best three numbers
local dice = {}
local random = math.random
local total = 0
-- Parse the string
local count, sides, sign, modifier, keepHiLo, keep = string.match( dicePattern, "(%d+)[dD](%d+)([%+%-]*)(%d*)([%^k]*)(%d*)" )
modifier = tonumber(modifier)
keep = tonumber(keep)
if ( modifier == nil ) then
modifier = 0
end
if ( sign == "-" and modifier > 0 ) then
modifier = modifier * -1
end
for i = 1, count do
dice[i] = random( sides )
end
if ( keep ) then
local function keepCompare( a, b )
return a > b
end
if ( keepHiLo == "k" ) then
table.sort( dice )
else
table.sort( dice, keepCompare )
end
for i = 1, keep do
total = total + dice[i]
end
else
for i = 1, count do
total = total + dice[i]
end
end
total = total + modifier
return total, dice
end
function Roll(command)
rolls = {}
function parse (quantity, sides, modifier, times)
local index = 0
local sum = 0
local best = 0
local rolled = {}
local selected = {}
if modifier == "" then table.insert(rolls,(quantity.."d"..sides))
else table.insert(rolls,(quantity.."d"..sides..modifier..times)) end
for r = 1, quantity do
rolled[r] = math.random(1,sides)
table.insert(rolls,rolled[r])
end
for i, v in ipairs(rolled) do selected[i] = v end
if modifier == "" then for i,v in ipairs (rolled) do sum = sum + v end
else
for t = 1, quantity-times do
if modifier == "h" then best = math.huge
elseif modifier == "l" then best = 0 end
for i,v in ipairs ( selected ) do
if (v < best and modifier == "h") or (v > best and modifier == "l") then
index = i
best = v
end
end
table.remove (selected,index)
end
for i, v in ipairs (selected) do sum = sum + v end
end
return sum
end
command = string.gsub(command,"(%d+)d(%d+)(%a)(%d+)",function(quantity, sides, modifier, times) return parse (quantity, sides, modifier, times) end)
command = string.gsub(command,"(%d+)d(%d+)(%a)",function(quantity, sides, modifier) return parse (quantity, sides, modifier, 1) end)
command = string.gsub(command,"0d(%d+)",function(sides) return 0 end)
command = string.gsub(command,"(%d+)d(%d+)",function(quantity, sides, modifier, times) return parse (quantity, sides, "", 0) end)
command = string.gsub(command,"d(%d+)",function(sides) return parse (1, sides, "", 0) end)
return tonumber(command)
end
function SplitString (line,sep)
local res = {}
local pos = 1
sep = sep or ','
while true do
local c = string.sub(line,pos,pos)
if (c == "") then break end
if (c == '"') then
-- quoted value (ignore separator within)
local txt = ""
repeat
local startp,endp = string.find(line,'^%b""',pos)
txt = txt..string.sub(line,startp+1,endp-1)
pos = endp + 1
c = string.sub(line,pos,pos)
if (c == '"') then txt = txt..'"' end
-- check first char AFTER quoted string, if it is another
-- quoted string without separator, then append it
-- this is the way to "escape" the quote char in a quote. example:
-- value1,"blub""blip""boing",value3 will result in blub"blip"boing for the middle
until (c ~= '"')
table.insert(res,txt)
assert(c == sep or c == "")
pos = pos + 1
else
-- no quotes used, just look for the first separator
local startp,endp = string.find(line,sep,pos)
if (startp) then
table.insert(res,string.sub(line,pos,startp-1))
pos = endp + 1
else
-- no separator found -> use rest of string and terminate
table.insert(res,string.sub(line,pos))
break
end
end
end
return res
end
function StripFilename(passedString)
local tempString = "MOIST"
local tempSplit = SplitString(passedString, "/")
tempString = tempSplit[#tempSplit]
return tempString
end
function InTable(passedTable,passedValue)
local result = nil
for key,value in pairs(passedTable) do
if(passedValue==passedTable)then
-- OK we've got a item called 'passedValue'
-- so set the result to 'value'
result = value
end
end
return result
end
function print_r ( t )
local print_r_cache={}
local function sub_print_r(t,indent)
if (print_r_cache[tostring(t)]) then
logger(indent.."*"..tostring(t))
else
print_r_cache[tostring(t)]=true
if (type(t)=="table") then
for pos,val in pairs(t) do
if (type(val)=="table") then
logger(indent.."["..pos.."] => "..tostring(t).." {")
sub_print_r(val,indent..string.rep(" ",string.len(pos)+4))
logger(indent..string.rep(" ",string.len(pos)+3).."}")
elseif (type(val)=="string") then
logger(indent.."["..pos..'] => "'..val..'"')
else
logger(indent.."["..pos.."] => "..tostring(val))
end
end
else
logger(indent..tostring(t))
end
end
end
if (type(t)=="table") then
logger(tostring(t).." {")
sub_print_r(t," ")
logger("}")
else
sub_print_r(t," ")
end
logger()
end
function GUID()
local guid = {};
guid.char = {"A", "B", "C", "D", "E", "F","1","2","3","4","5","6","7","8","9"};
guid.isHyphen = {[9]=1,[14]=1,[19]=1,[24]=1};
guid.used = {};
guid.loops = 0;
guid.currentGuid = nil;
while(true) do
guid.loops = guid.loops +1;
--If we can't get it in 20 tries than we have bigger problems.
if(guid.loops > 20) then return false; end
guid.pass = {};
for z = 1,36 do
if guid.isHyphen[z] then
guid.x='-';
else
guid.a = math.random(1,#guid.char); -- randomly choose a character from the "guid.char" array
guid.x = guid.char[guid.a]
end
table.insert(guid.pass, guid.x) -- add new index into array.
end
z = nil
guid.currentGuid = tostring(table.concat(guid.pass)); -- concatenate all indicies of the array, then return concatenation.
if not guid.used[guid.currentGuid] then
guid.used[guid.currentGuid] = guid.currentGuid;
return(guid.currentGuid);
else
--logger('Duplicated a Previously Created GUID.');
end
end
return(grid.currentGuid)
end
|
local export = {}
local function ones ( n )
return tonumber( ("1"):rep(n), 2 )
end
--Converts a surrogate pair into a code point
do
local TEN_1S = ones(10)
function export.Utf16SurrogatePair ( cu1, cu2 )
return (((cu1 & TEN_1S) << 10) | (cu2 & TEN_1S)) + 0x10000
end end
--Used for UTF-8 "normal" decoding
do
local THREE_1S, FOUR_1S, FIVE_1S, SIX_1S = ones(3), ones(4), ones(5), ones(6)
function export.Utf8_2 ( cu1, cu2 )
return ((cu1 & FIVE_1S) << 6) | (cu2 & SIX_1S)
end
function export.Utf8_3 ( cu1, cu2, cu3 )
return ((cu1 & FOUR_1S) << 12) | ((cu2 & SIX_1S) << 6) | (cu3 & SIX_1S)
end
function export.Utf8_4 ( cu1, cu2, cu3, cu4 )
return ((cu1 & THREE_1S) << 18) | ((cu2 & SIX_1S) << 12) | ((cu3 & SIX_1S) << 6) | (cu4 & SIX_1S)
end
end
--Used for UTF-8 "replace" decoding
do
local function make_mask( mask_or_sub )
return tonumber( mask_or_sub:gsub(".", { ['s'] = '0'; ['0'] = '0'; ['m'] = '1' } ), 2 )
end
local trailing_mask = make_mask "s0mmmmmm"
function export.Utf8_NewFunc_Leading ( mask_or_sub, shift_amt, follower_func )
local mask = make_mask( mask_or_sub )
return function ( GetCodeUnit, UngetCodeUnit, cu1 )
return follower_func( GetCodeUnit, UngetCodeUnit, (cu1 & mask) << shift_amt )
end
end
function export.Utf8_NewFunc_NonFinalTrailing ( shift_amt, follower_func, lo_lim, hi_lim )
lo_lim = lo_lim or 0x80
hi_lim = hi_lim or 0xBF
return function ( GetCodeUnit, UngetCodeUnit, accum )
local cu = GetCodeUnit()
if cu == nil then
return REPLACEMENT_CHARACTER
elseif lo_lim <= cu and cu <= hi_lim then
return follower_func( GetCodeUnit, UngetCodeUnit, accum | ((cu & trailing_mask) << shift_amt) )
else
UngetCodeUnit( cu )
return REPLACEMENT_CHARACTER
end
end
end
function export.Utf8_FinalTrailing ( GetCodeUnit, UngetCodeUnit, accum )
local cu = GetCodeUnit()
if cu == nil then
return REPLACEMENT_CHARACTER
elseif 0x80 <= cu and cu <= 0xBF then
return accum | (cu & trailing_mask)
else
UngetCodeUnit( cu )
return REPLACEMENT_CHARACTER
end
end
end
return export
|
------------------------------------------------
-- Copyright © 2013-2020 Hugula: Arpg game Engine
--
-- author pu
------------------------------------------------
local type = type
local ipairs = ipairs
local pairs = pairs
local require = require
-- local string_match = string.match
local table = table
local lua_binding = lua_binding
local lua_unbinding = lua_unbinding
local lua_distribute = lua_distribute
local DIS_TYPE = DIS_TYPE
local xpcall = xpcall
local debug = debug
local string_format = string.format
-- local table_insert = table.insert
-- local table_indexof = table.indexof
-- local table_remove_item = table.remove_item
-- local table_remove_at = table.remove
-- local profiler = require("perf.profiler")
local CS = CS
local GameObject = CS.UnityEngine.GameObject
local Hugula = CS.Hugula
local ResLoader = Hugula.ResLoader
local ProfilerFactory = Hugula.Profiler.ProfilerFactory
local VMConfig = require("vm_config")[1]
local VMGenerate = require("core.mvvm.vm_generate")
-- local CUtils = Hugula.Utils.CUtils
local Debug = CS.UnityEngine.Debug
local LoadSceneMode = CS.UnityEngine.SceneManagement.LoadSceneMode
local BindingUtility = Hugula.Databinding.BindingUtility
local vm_manager = {}
local function error_hander(h)
Debug.LogError(string_format("lua:%s \r\n %s", h, debug.traceback()))
end
local function safe_call(f, arg1)
xpcall(f, error_hander, arg1)
end
--------------------state 相关----------------------------
local function _binding_msg(vm)
local listener = vm.msg
for k, v in pairs(listener) do
lua_binding(k, v)
end
end
local function _unbinding_msg(vm)
local listener = vm.msg
for k, v in pairs(listener) do
lua_unbinding(k, v)
end
end
------------------------------------------------
local function deactive(self, vm_name, view_active)
local curr_vm = VMGenerate[vm_name] --获取vm实例
if view_active == nil then
view_active = true
end
-- Logger.Log("vm_manager.deactive ", vm_name)
if curr_vm.is_res_ready == true and curr_vm.is_active then --已经加载过并且已经激活
-- Logger.Log("real vm_manager.deactive ", vm_name)
safe_call(curr_vm.on_deactive, curr_vm)
_unbinding_msg(curr_vm)
curr_vm.is_active = false --标记状态
if view_active then
local views = curr_vm.views
if views then
for k, v in ipairs(views) do
v:set_active(false)
end
end
end
lua_distribute(DIS_TYPE.ON_UI_STATE_CHANGE, {action = "deactive", name = vm_name})
else
-- Logger.Log("make vm_manager.deactive is_active=false", vm_name)
curr_vm.is_active = false --标记状态
end
end
--- 销毁vm关联的所有view的资源
---@overload fun(vm_name:string)
---@param vm_name string
local function destroy(self, vm_name)
local curr_vm = VMGenerate[vm_name] --获取vm实例
-- Logger.Log("vm_manager.destroy ", vm_name)
if curr_vm.is_res_ready == true then --如果资源加载完成
-- Logger.Log("real vm_manager.destroy ", vm_name)
curr_vm.is_active = false
curr_vm.is_res_ready = false
curr_vm._is_destory = nil
safe_call(curr_vm.on_deactive, curr_vm)
_unbinding_msg(curr_vm)
safe_call(curr_vm.on_destroy, curr_vm)
safe_call(curr_vm.clear, curr_vm)
lua_distribute(DIS_TYPE.ON_UI_STATE_CHANGE, {action = "destroy", name = vm_name})
else
-- Logger.Log("mark vm_manager.destroy _is_destory=true", vm_name)
curr_vm._is_destory = true --标记销毁
end
end
------------------------------------------------
---检查view_base的所有资源是否都加载完成
---@overload fun(view_base:VMBase)
---@param view_base VMBase
local function check_vm_base_all_done(vm_base)
local views = vm_base.views
if views then
for k, v in ipairs(views) do
if v:is_initialized() == false then
return false
end
end
end
local profiler = ProfilerFactory.GetAndStartProfiler("vm_mamanger.check_vm_base_all_done ", vm_base.name)
vm_base._isloading = false
vm_base.is_res_ready = true
local is_active = vm_base.is_active --当前的状态
-- Logger.Log("vm_manager.check_vm_base_all_done. vm_base.is_active = ", is_active, vm_base)
if vm_base._is_push == true then
-- safe_call(vm_base.on_push, vm_base)
else
safe_call(vm_base.on_back, vm_base)
end
_binding_msg(vm_base)
if views then
for k, view_base in ipairs(views) do
view_base:set_active(is_active)
end
end
safe_call(vm_base.on_active, vm_base)
-- Logger.Log("check_vm_base_all_done", vm_base)
if views then
for k, view_base in ipairs(views) do
if vm_base.auto_context then
-- Logger.Log(k, view_base)
view_base:set_child_context(vm_base)
end
end
end
--on_state_changed
if vm_base._is_group == true then
vm_manager._vm_state:_check_on_state_changed(vm_base)
end
if is_active then
lua_distribute(DIS_TYPE.DIALOG_OPEN_UI, vm_base.name) --触发界面打开消息
end
if vm_base._is_destory then --如果标记了销毁
destroy(vm_manager, vm_base.name)
elseif is_active == false then --非激活状态需要执行deactive逻辑
vm_base.is_active = true --强行设置为true确保正确的deactive流程
deactive(vm_manager, vm_base.name)
end
if profiler then
profiler:Stop()
end
return true
end
---设置view的BindableContainer,并标记资源完成
---@overload fun(gobj:GameObject,view_base:ViewBase)
---@param gobj GameObject
---@param view_base ViewBase
local function set_view_child(gobj, view_base)
local bindable_container = BindingUtility.GetBindableObject(gobj)
view_base:set_child(bindable_container or gobj)
end
---初始化视图和viewmode并设置他们的关系
---@overload fun(view_base:ViewBase,viewmodel:VMBase)
---@param view_base ViewBase
---@param viewmodel VMBase
local function init_view(view_base, viewmodel)
-- body
local on_asset_load = view_base.on_asset_load
if on_asset_load then
on_asset_load(view_base, view_base._child)
end
-- view_base:set_active(true)
view_base:initialized() --标记初始化
local vm_base = view_base._vm_base or viewmodel
-- local is_active = vm_base.is_active --设置当前view状态
-- view_base:set_active(is_active)
check_vm_base_all_done(vm_base)
end
---资源加载完成
---@overload fun(data:GameObject,view_base:ViewBase)
---@param data GameObject
---@param view_base ViewBase
local function on_res_comp(data, view_base)
-- profiler.start()
if view_base:has_child() ~= true then
-- local inst = GameObject.Instantiate(data)
set_view_child(data, view_base)
end
init_view(view_base)
-- profiler.stop()
end
---资源预加载完成
---@overload fun(data:GameObject,view_base:ViewBase)
---@param data GameObject
---@param view_base ViewBase
local function on_pre_load_comp(data, view_base)
if view_base:has_child() ~= true then
-- data:SetActive(false)
-- local inst = GameObject.Instantiate(data)
set_view_child(data, view_base)
data:SetActive(false)
end
end
---场景加载完成
---@overload fun(data:GameObject,view_base:ViewBase)
---@param data GameObject
---@param view_base ViewBase
local function on_scene_comp(data, view_base)
if view_base:has_child() ~= true then
-- set_view_child(data, view_base)
view_base:set_child(data)
end
init_view(view_base)
-- Logger.Log(string.format("on_scene_comp : %s", view_base))
end
---场景预加载完成
---@overload fun(data:GameObject,view_base:ViewBase)
---@param data GameObject
---@param view_base ViewBase
local function on_pre_scene_comp(data, view_base)
if view_base:has_child() ~= true then
-- set_view_child(data, view_base)
view_base:set_child(data)
end
-- Logger.Log(string.format("on_pre_scene_comp : %s", view_base))
end
local function on_res_end(data, view_base)
Logger.Log(string.format("on_res_end : %s", view_base))
end
---利用find查找view的gameobject root
---@overload fun(name:string,view_base:ViewBase)
---@param name string
---@param vm_base VMBase
---@param view_base ViewBase
local function find_gameobject(name, view_base)
-- profiler.start()
local find_name = name
local inst = GameObject.Find(find_name)
set_view_child(inst, view_base)
init_view(view_base)
-- Logger.Log("init_view_wm\r\n",profiler.report())
-- profiler.stop()
end
--- 将vm关联的所有view激活
---@overload fun(vm_name:string)
---@param vm_name string
local function active_view(self, vm_name)
---@type VMBase
local curr_vm = VMGenerate[vm_name] --获取vm实例
-- Logger.Log("vm_manager.active_view", curr_vm.is_res_ready, curr_vm, curr_vm.is_active)
if curr_vm.is_res_ready == true and curr_vm.is_active == false then --已经加载过并且未被激活
local profiler = ProfilerFactory.GetAndStartProfiler("vm_mamanger.active_view ", vm_name)
-- Logger.Log("real vm_manager.active_view", curr_vm.is_res_ready, curr_vm, curr_vm.is_active)
curr_vm.is_active = true
local views = curr_vm.views
if curr_vm._is_push == true then
-- safe_call(curr_vm.on_push, curr_vm)
else
safe_call(curr_vm.on_back, curr_vm)
end
_binding_msg(curr_vm)
local _auto_context = curr_vm.auto_context
if views then
for k, v in ipairs(views) do
v:set_active(true)
end
end
safe_call(curr_vm.on_active, curr_vm)
if views then
for k, v in ipairs(views) do
if _auto_context and not v:has_context() then --是否需要对view重新设置viewmodel
v:set_child_context(curr_vm)
end
end
end
--on_state_changed 没有资源的模块也需要检测state changed 事件
-- if (views == nil or #views == 0) and curr_vm._is_group == true then
if curr_vm._is_group == true then
vm_manager._vm_state:_check_on_state_changed(curr_vm)
end
lua_distribute(DIS_TYPE.DIALOG_OPEN_UI, vm_name) --触发界面打开消息
if profiler then
profiler:Stop()
end
end
end
---加载配置的资源
---@overload fun(res_name:string,view_base:ViewBase,on_asset_comp:function,is_pre_load:boolean)
---@param res_name string
---@param view_base ViewBase
---@param on_asset_comp function
---@param is_pre_load boolean
local function load_resource(res_name, view_base, on_asset_comp, is_pre_load)
local vm_name = view_base._vm_base.name
local vm_config = VMConfig[vm_name]
local async = vm_config.async
local has_child = view_base:has_child()
if is_pre_load == true then
async = is_pre_load
if has_child then
return
end --
end
if on_asset_comp == nil then
on_asset_comp = on_res_comp
end
if has_child then --and is_pre_load ~= true then --如果已经加载资源
init_view(view_base)
else
if async ~= false then ---异步加载
ResLoader.InstantiateAsync(res_name, on_asset_comp, nil, view_base)
else
local gobj = ResLoader.Instantiate(res_name)
on_asset_comp(gobj, view_base) ---同步步加载
end
end
end
---加载场景
---@overload fun(scene_name:string,view_base:ViewBase,on_asset_comp:function,is_pre_load:boolean)
---@param scene_name string
---@param view_base ViewBase
---@param on_asset_comp function
---@param is_pre_load boolean
local function load_scene(scene_name, view_base, on_asset_comp, is_pre_load) --LoadScene
local load_scene_mode
if view_base.load_scene_mode ~= nil then
load_scene_mode = view_base.load_scene_mode
else
load_scene_mode = LoadSceneMode.Additive
end
if on_asset_comp == nil then
on_asset_comp = on_scene_comp
end
local allow_scene_activation = true
if view_base.allow_scene_activation ~= nil then
allow_scene_activation = view_base.allow_scene_activation
end
if is_pre_load == true then --强制设置scene active 一般用于预加载
allow_scene_activation = false
if view_base:has_child() then
return
end --
end
ResLoader.LoadSceneAsync(scene_name, on_asset_comp, on_res_end, view_base, allow_scene_activation, load_scene_mode)
end
--- 开始加载或者激活vm关联的view
---@overload fun(vm_name:string,arg:any)
---@param vm_name string
---@param arg any
local function load(self, vm_name, arg, is_push, is_group)
local curr_vm = VMGenerate[vm_name] --获取vm实例
if not is_push then --is back
arg = curr_vm._push_arg
end
curr_vm:on_push_arg(arg) --有参数
curr_vm._push_arg = arg
curr_vm._is_push = is_push --是否是push到栈上的
curr_vm._is_group = is_group --是否是组
local views = curr_vm.views
if views == nil or #views == 0 then
curr_vm.is_res_ready = true
end
-- Logger.Log("vm_mamanger.load ", curr_vm, curr_vm.is_active, "_isloading=", curr_vm._isloading)
if curr_vm.is_res_ready == true then --已经加载过
active_view(self, vm_name)
else
curr_vm.is_active = true --需要重新加载,设置本身为激活状态
curr_vm._is_destory = nil --清理销毁标记
if views and curr_vm._isloading ~= true then
curr_vm._isloading = true
local find_path, res_name, scene_name
for k, v in ipairs(views) do
find_path, res_name, scene_name = v.find_path, v.key, v.scene_name
if res_name ~= nil then
load_resource(res_name, v)
elseif scene_name ~= nil then
load_scene(scene_name, v)
elseif v.find_path ~= nil then
find_gameobject(v.find_path, v)
end
end
end
end
end
---激活vm 加载资源或者激活ui
---当vm为string单个
---vm table 时候多个
---@overload fun(vm_name:string,arg:any)
---@param vm_name string
---@param arg any
---@param is_group bool
local function active(self, vm_name, arg, is_push, is_group)
if vm_name == nil then
error("VMManager.active vm_name is nil")
end
-- Logger.Log("vm_manager.active(", vm_name.name or vm_name)
if type(vm_name) == "string" then --单个
load(self, vm_name, arg, is_push)
else
for k, v in ipairs(vm_name) do --多个
load(self, v, arg, is_push, is_group)
end
end
end
---预加载vm资源
---当vm为string单个
---@overload fun(vm_name:string)
---@param vm_name string
local function pre_load(self, vm_name)
local curr_vm = VMGenerate[vm_name] --获取vm实例
local views = curr_vm.views
if views and not curr_vm.is_res_ready then
local res_name, scene_name
for k, v in ipairs(views) do
res_name, scene_name = v.key, v.scene_name
if scene_name ~= nil then
load_scene(scene_name, v, on_pre_scene_comp, true)
elseif res_name ~= nil then
load_resource(res_name, v, on_pre_load_comp, true)
end
Logger.Log("pre_load", vm_name, k, v)
end
end
end
---热重载 vm
---当vm为string单个
---@overload fun(vm_name:string)
---@param vm_name string
local function re_load(self, vm_name)
local curr_vm = VMGenerate[vm_name] --获取旧vm实例
local views = curr_vm.views
local is_res_ready = curr_vm.is_res_ready
local arg = curr_vm._push_arg --保存变量
VMGenerate:reload_vm(vm_name, true) --热重载模块
curr_vm = VMGenerate[vm_name] --新的模块
curr_vm:on_push_arg(arg)
curr_vm._push_arg = arg
curr_vm._is_push = true --是否是push到栈上的
if views == nil or #views == 0 then
is_res_ready = true
curr_vm.is_res_ready = true
end
if views and #views > 0 and is_res_ready then --如果资源已经加载需要重新刷新
-- local res_name, scene_name
local new_views = curr_vm.views
for k, v in ipairs(new_views) do
v:set_child(views[k]._child) -- set view BindableContainer
init_view(v)
end
--clear
for k, v in ipairs(views) do
v._child = nil
v._vm_base = nil
v._initialized = false
end
elseif is_res_ready then
-- Logger.Log(" re_load no view", vm_name)
active_view(self, vm_name)
end
end
vm_manager.re_load = re_load
vm_manager.pre_load = pre_load
vm_manager.load = load
vm_manager.active = active
vm_manager.destroy = destroy
vm_manager.deactive = deactive
---vm的激活与失活管理
---@class VMManager
---@field active function
---@field pre_load function
---@field load function
---@field destroy function
---@field deactive function
-- VMManager = vm_manager
return vm_manager
|
-- /script hunter_mana_burn_skull()
function hunter_mana_burn_skull()
if castingOrChanneling() then return end
if azs.targetSkull() then
hunterManaDrain()
end
end
function hunter_mana_burn_cross()
if castingOrChanneling() then return end
if azs.targetCross() then
hunterManaDrain()
end
end
function hunterManaDrain()
cast_debuff("Ability_Hunter_AimedShot", "Viper Sting")
end
|
-- Sandbox for executing WikiMedia Scribunto Lua code under Python
--
-- Copyright (c) 2020 Tatu Ylonen. See file LICENSE and https://ylonen.org
local env = _ENV
mw = nil -- assigned in lua_set_loader()
python_loader = nil
-- Maximum allowed execution time in Lua code (seconds)
lua_max_time = 20
-- Max time for the current call to Lua. This is reset for every call to the
-- Lua sandbox.
lua_current_max_time = nil
-- This function loads new a new module, whether built-in or defined in the
-- data file.
function new_loader(modname)
--print("lua new_loader: " .. modname)
local content = nil
if python_loader ~= nil then
content = python_loader(modname)
else
error("PYTHON LOADER NOT SET - call lua_set_loader() first")
end
if content == nil then
return nil
end
-- Wikimedia uses an older version of Lua. Make certain substitutions
-- to make existing code run on more modern versions of Lua.
content = string.gsub(content, "\\\\", "\\092")
content = string.gsub(content, "%%\\%[", "%%%%[")
content = string.gsub(content, "\\:", ":")
content = string.gsub(content, "\\,", ",")
content = string.gsub(content, "\\%(", "%%(")
content = string.gsub(content, "\\%)", "%%)")
content = string.gsub(content, "\\%+", "%%+")
content = string.gsub(content, "\\%*", "%%*")
content = string.gsub(content, "\\>", ">")
content = string.gsub(content, "\\%.", "%%.")
content = string.gsub(content, "\\%?", "%%?")
content = string.gsub(content, "\\%-", "%%-")
content = string.gsub(content, "\\!", "!")
content = string.gsub(content, "\\|", "|") -- XXX tentative, see ryu:951
content = string.gsub(content, "\\ʺ", "ʺ")
-- Load the content into the Lua interpreter.
local ret = assert(load(content, modname, "bt", env))
return ret
end
-- Register the new loader as the only package searcher in Lua.
package.searchers = {}
package.searchers[0] = nil
package.searchers[1] = new_loader
-- This should be called immediately after loading the sandbox to set the
-- Python function that will be used for loading Lua modules and various
-- other Python functions that implement some of the functionality needed
-- for executing Scribunto code (these functions are called from Lua code).
function lua_set_loader(loader, mw_text_decode, mw_text_encode,
mw_text_jsonencode, mw_text_jsondecode,
get_page_info, get_page_content, fetch_language_name,
fetch_language_names)
python_loader = loader
mw = require("mw")
mw.text.decode = mw_text_decode
mw.text.encode = mw_text_encode
mw.text.jsonEncode = mw_text_jsonencode
mw.text.jsonDecode = mw_text_jsondecode
mw.title.python_get_page_info = get_page_info
mw.title.python_get_page_content = get_page_content
mw.language.python_fetch_language_name = fetch_language_name
mw.language.python_fetch_language_names = fetch_language_names
end
function frame_args_index(new_args, key)
-- print("frame_args_index", key)
local v = new_args._orig[key]
if v == nil then return nil end
if not new_args._preprocessed[key] then
local frame = new_args._frame
v = frame:preprocess(v)
-- Cache preprocessed value so we only preprocess each argument once
new_args._preprocessed[key] = true
new_args._orig[key] = v
end
-- print("frame_args_index", key, "->", v)
return v
end
function frame_args_pairs(new_args)
-- print("frame_args_pairs")
local frame = new_args._frame
local function stateless_iter(new_args, key)
-- print("stateless_iter: " .. tostring(key))
if key == nil then key = "***nil***" end
local nkey = new_args._next_key[key]
if nkey == nil then return nil end
local v = new_args[nkey]
if v == nil then return nil end
-- print("stateless_iter returning: " .. tostring(nkey) .. "=" ..
-- tostring(v))
return nkey, v
end
return stateless_iter, new_args, nil
end
function frame_args_ipairs(new_args)
-- print("frame_args_ipairs")
local frame = new_args._frame
local function stateless_iter(new_args, key)
-- print("ipairs stateless_iter: " .. tostring(key))
if key == nil then key = 1 else key = key + 1 end
local v = new_args[key]
if v == nil then return nil end
-- print("stateless_iter returning: " .. tostring(key) .. "=" ..
-- tostring(v))
return key, v
end
return stateless_iter, new_args, nil
end
function frame_args_len(new_args)
return #new_args._orig
end
function frame_args_next(t, key)
if key == nil then key = "***nil***" end
local nkey = t._next_key[key]
if nkey == nil then return nil end
local v = t[nkey]
if v == nil then return nil end
return nkey, v
end
frame_args_meta = {
__index = frame_args_index,
__pairs = frame_args_pairs,
__next = frame_args_next,
__len = frame_args_len
}
function frame_new_child(frame, o)
local title = (o and o.title) or ""
local args = (o and o.args) or {}
local new_frame = mw.clone(frame)
new_frame.getParent = function() return frame end
new_frame.getTitle = function() return title end
new_frame.args = args
prepare_frame_args(new_frame)
return new_frame
end
function prepare_frame_args(frame)
local next_key = {}
local prev = "***nil***"
for k, v in pairs(frame.args) do
-- print("prepare_frame_args: k=" .. tostring(k) .. " v=" .. tostring(v))
next_key[prev] = k
prev = k
end
new_args = {_orig = frame.args, _frame = frame, _next_key = next_key,
_preprocessed = {}}
setmetatable(new_args, frame_args_meta)
frame.args = new_args
frame.argumentPairs = function (frame) return pairs(frame.args) end
frame.getArgument = frame_get_argument
frame.newChild = frame_new_child
end
function frame_get_argument(frame, name)
if type(name) == "table" then name = name.name end
v = frame.args[name]
if v == nil then return nil end
return { expand = function() return v end }
end
-- This function implements the {{#invoke:...}} parser function.
-- XXX need better handling of parent frame and frame
-- This returns (true, value) if successful, (false, error) if exception.
function lua_invoke(mod_name, fn_name, frame, page_title)
-- Initialize frame and parent frame
local pframe = frame:getParent()
-- print("lua_invoke", mod_name, fn_name)
-- for k, v in pairs(frame.args) do
-- print("", k, type(k), v, type(v))
-- end
-- if pframe ~= nil then
-- print("parent")
-- for k, v in pairs(pframe.args) do
-- print("", k, type(k), v, type(v))
-- end
-- end
io.flush()
-- Convert frame.args into a metatable that preprocesses the values
prepare_frame_args(frame)
-- Implement some additional functions for frame
if pframe ~= nil then
prepare_frame_args(pframe)
end
-- Initialize some fields that will be referenced from functions
mw._frame = frame
mw._pageTitle = page_title
-- Set time limit for execution of the Lua code
local start_time = os.time()
lua_current_max_time = lua_max_time
debug.sethook(function()
if os.time() > start_time + lua_current_max_time then
error("Lua timeout error")
end
end, "", 100000)
-- Load the module. Note that the initilizations above must be done before
-- loading the module, as the module could refer to, e.g., page title
-- during loading.
local success
local mod
success, mod = xpcall(function() return require(mod_name) end,
debug.traceback)
if not success then
return False, ("\tLoading module failed in #invoke: " ..
mod_name .. "\n" .. mod)
end
-- Look up the target function in the module
local fn = mod[fn_name]
if fn == nil then
return false, "\tNo function '" .. fn_name .. "' in module " .. mod_name
end
-- Call the function in the module
local st, v = xpcall(function() return fn(frame) end, debug.traceback)
-- print("Lua sandbox:", tostring(v))
return st, v
end
-- Sets maximum lua execution time for the current call to t seconds. The
-- value can only be lowered. This intended for tests only.
function lua_reduce_timeout(t)
if t < lua_current_max_time then
lua_current_max_time = t
else
error("maximum execution time can only be lowered")
end
end
-- math.log10 seems to be sometimes missing???
function math.log10(x)
return math.log(x, 10)
end
-- Limit access to traceback in the debug module
local new_debug = { traceback = debug.traceback }
-- Limit access to a few safe functions in the os module
local new_os = {
clock = os.clock,
date = os.date,
difftime = os.difftime,
time = os.time,
}
-- This is a compatibility function for an older version of Lua (the getn
-- function was deprecated and then removed, but it is used in Wiktionary)
function table.getn(tbl)
return #tbl
end
-- This is a compatibility function for an older version of Lua. Apparently
-- the math.mod function was renamed to math.fmod in Lua 5.1.
function math.mod(a, b)
return math.fmod(a, b)
end
-- With the introduction of 64-bit integer type in Lua 5.3, the %d and similar
-- formats in string.format no longer accept floating point arguments. Remedy
-- that by expressly converting arguments to such formatting codes into
-- integers.
local orig_format = string.format
function string.format(fmt, ...)
local args = {...}
local new_args = {}
local i = 1
for m in string.gmatch(fmt, "%%[-# +'0-9.]*([cdEefgGiouXxqs%%])") do
if m ~= "%" then
local arg = args[i]
i = i + 1
if (m == "d" or m == "i" or m == "o" or m == "u" or m == "x" or
m == "X" or m == "c") then
arg = math.floor(arg + 0.5)
end
table.insert(new_args, arg)
end
end
if i < #args then
print("Warning: extra arguments to string.format")
end
return orig_format(fmt, table.unpack(new_args))
end
-- Original gsub does not accept "%]" in replacement string in modern Lua,
-- while apparently some older versions did. This is used in Wiktionary.
-- Thus we mungle the replacement string accordingly.
local orig_gsub = string.gsub
function string.gsub(text, pattern, repl)
--print(string.format("string.gsub %q %q %q", text, pattern, tostring(repl)))
if type(repl) == "string" then
repl = orig_gsub(repl, "%%]", "]")
end
return orig_gsub(text, pattern, repl)
end
-- Original table.insert in Lua 5.1 allows inserting beyond the end of the
-- table. Lua 5.3 does not. Implement the old functionality for compatibility;
-- Wiktionary relies on it. Also, it seems Wiktionary calls insert with
-- only one argument (or the second argument nil). Ignore those calls.
local orig_insert = table.insert
function table.insert(...)
local args = {...}
if #args < 2 then return end
if #args < 3 then
orig_insert(table.unpack(args))
else
local pos = args[2]
if pos > #args[1] + 1 then
args[1][pos] = args[2]
else
orig_insert(table.unpack(args))
end
end
end
-- Change next() to use a new metamethod __next so that we can redefine it for
-- certain tables
local orig_next = next
function next(t, k)
local m = getmetatable(t)
local n = m and m.__next or orig_next
return n(t, k)
end
-- This debugging snippet is adapted from:
-- https://stackoverflow.com/questions/53399079/tracing-execution-of-lua-sripts
local level=0
local function hook(event)
local t=debug.getinfo(3)
io.write(level," >>> ",string.rep(" ",level))
if t~=nil and t.currentline>=0 then io.write(t.short_src,":",t.currentline," ") end
t=debug.getinfo(2)
if event=="call" then
level=level+1
else
level=level-1 if level<0 then level=0 end
end
if t.what=="main" then
if event=="call" then
io.write("begin ",t.short_src)
else
io.write("end ",t.short_src)
end
elseif t.what=="Lua" then
io.write(event," ",t.name or "(Lua)"," <",t.linedefined,":",t.short_src,">")
else
io.write(event," ",t.name or "(C)"," [",t.what,"] ")
end
io.write("\n")
end
-- Comment this out to disable debugging, uncomment to enable tracing Lua code.
-- Warning: you may need to disable max time checking by commenting out
-- its hook for this to work.
-- debug.sethook(hook,"cr")
-- Wiktionary uses a Module named "string". Force it to be loaded by
-- require() when requested (it is used in many places in Wiktionary).
package.loaded["string"] = nil
-- Wiktionary uses a Module named "debug". Force it to be loaded by
-- require() when requested.
package.loaded["debug"] = nil
-- Construct a new restricted environment. Lua modules should only be able
-- to access the functionality that is available in this restricted
-- environment. Please report an issue on github if you find a way to
-- circumvent the environment restrictions and access outside the sandbox.
env = {}
env["_G"] = env
env["_VERSION"] = _VERSION
env["assert"] = assert
env["debug"] = new_debug
env["error"] = error
env["getmetatable"] = getmetatable -- MODIFY
env["ipairs"] = ipairs
env["lua_invoke"] = lua_invoke
env["lua_set_loader"] = lua_set_loader
env["math"] = math
env["mw"] = mw
env["next"] = next
env["os"] = new_os
env["pairs"] = pairs
env["pcall"] = pcall
env["print"] = print
env["rawequal"] = rawequal
env["rawget"] = rawget
env["rawset"] = rawset
env["require"] = require
env["select"] = select
env["setmetatable"] = setmetatable
env["string"] = string
env["table"] = table
env["tonumber"] = tonumber
env["tostring"] = tostring
env["type"] = type
env["unpack"] = table.unpack
env["xpcall"] = xpcall -- MODIFY
env["lua_reduce_timeout"] = lua_reduce_timeout
-- Start using the new environment we just constructed.
local _ENV = env
-- XXX missing built-in modules?
-- bit32
-- libraryUtil
-- luabit
|
local condition = Condition(CONDITION_ATTRIBUTES)
condition:setParameter(CONDITION_PARAM_TICKS, 6000)
condition:setParameter(CONDITION_PARAM_SKILL_DISTANCEPERCENT, 25)
local combat = Combat()
combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FLASHARROW)
combat:setArea(createCombatArea(AREA_BEAM1))
combat:setCondition(condition)
function onCastSpell(creature, variant)
return combat:execute(creature, variant)
end
|
local unit1 = system.loadunit 'unit1'
local forms = system.loadunit 'forms'
local keymap = {
up = { forms.vk_up, 'Up' },
down = { forms.vk_down, 'Down' },
left = { forms.vk_left, 'Left' },
right = { forms.vk_right, 'Right' },
r1 = { 50, 'On/Off' },
l1 = { 49, 'Ama/Pro' },
}
local menu = {
{ unit1.form1.btn_pro_down, 'Ama/Pro', 49 },
{ unit1.form1.btn_power_down, 'On/Off', 50 }
}
local timers = {
unit1.form1.timer_cherry_bonus,
unit1.form1.timer_game,
unit1.form1.timer_game_over,
unit1.form1.timer_game_start,
unit1.form1.timer_ghost_bonus,
unit1.form1.timer_intermission,
unit1.form1.timer_miss,
unit1.form1.timer_power_pill_sound,
unit1.form1.timer_stage_complete,
}
unit1.pfs_beep.data = system.loadbin( 'Beep.pcm' )
unit1.pfs_bonus.data = system.loadbin( 'Bonus.pcm' )
unit1.pfs_miss.data = system.loadbin( 'Miss.pcm' )
unit1.pfs_point.data = system.loadbin( 'Point.pcm' )
unit1.pfs_start.data = system.loadbin( 'Start.pcm' )
unit1.form1.oncreate()
unit1.form1.im_background_screen_off_top.layer = 0;
unit1.form1.im_background_screen_on.layer = 0;
unit1.bsound = true
unit1.imode = 0
unit1.form1.gam_set_mode()
return system.init(
unit1.form1.im_background,
keymap,
function( key ) unit1.form1.onkeydown( nil, key, 0 ) end,
function( key ) unit1.form1.onkeyup( nil, key, 0 ) end,
timers,
{ 302, 218, 340, 130 },
menu
)
|
--[[
This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:28' using the latest game version.
NOTE: This file should only be used as IDE support; it should NOT be distributed with addons!
****************************************************************************
CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC.
****************************************************************************
]]
ZO_UnitVisualizer_UnwaveringModule = ZO_UnitAttributeVisualizerModuleBase:Subclass()
function ZO_UnitVisualizer_UnwaveringModule:New(...)
return ZO_UnitAttributeVisualizerModuleBase.New(self, ...)
end
function ZO_UnitVisualizer_UnwaveringModule:Initialize(layoutData)
self.layoutData = layoutData
end
function ZO_UnitVisualizer_UnwaveringModule:GetInitialStatValue(stat, attribute, powerType)
return self:GetInitialValueAndMarkMostRecent(ATTRIBUTE_VISUAL_UNWAVERING_POWER, stat, attribute, powerType)
end
function ZO_UnitVisualizer_UnwaveringModule:CreateInfoTable(control, oldBarInfo, stat, attribute, power)
if control then
local oldInfo = oldBarInfo and oldBarInfo[attribute]
if oldInfo then
oldInfo.value = self:GetInitialStatValue(stat, attribute, power)
return oldInfo
end
return { value = self:GetInitialStatValue(stat, attribute, power), lastValue = 0 }
end
return nil
end
function ZO_UnitVisualizer_UnwaveringModule:OnAdded(healthBarControl, magickaBarControl, staminaBarControl)
self.barControls =
{
[ATTRIBUTE_HEALTH] = healthBarControl,
}
if IsPlayerActivated() then
self:InitializeBarValues()
end
EVENT_MANAGER:RegisterForEvent("ZO_UnitVisualizer_UnwaveringModule" .. self:GetModuleId(), EVENT_PLAYER_ACTIVATED, function() self:InitializeBarValues() end)
end
function ZO_UnitVisualizer_UnwaveringModule:InitializeBarValues()
local healthBarControl = self.barControls[ATTRIBUTE_HEALTH]
local oldBarInfo = self.barInfo
self.barInfo =
{
[ATTRIBUTE_HEALTH] = self:CreateInfoTable(healthBarControl, oldBarInfo, STAT_MITIGATION, ATTRIBUTE_HEALTH, POWERTYPE_HEALTH),
}
for attribute, bar in pairs(self.barControls) do
self:OnValueChanged(bar, self.barInfo[attribute], ANIMATION_INSTANT)
end
end
function ZO_UnitVisualizer_UnwaveringModule:OnUnitChanged()
self:InitializeBarValues()
end
function ZO_UnitVisualizer_UnwaveringModule:IsUnitVisualRelevant(visualType, stat, attribute, powerType)
if visualType == ATTRIBUTE_VISUAL_UNWAVERING_POWER then
return self.barInfo
and self.barInfo[attribute] ~= nil
end
return false
end
function ZO_UnitVisualizer_UnwaveringModule:OnUnitAttributeVisualAdded(visualType, stat, attribute, powerType, value)
self.barInfo[attribute].value = self.barInfo[attribute].value + value
self:OnValueChanged(self.barControls[attribute], self.barInfo[attribute])
end
function ZO_UnitVisualizer_UnwaveringModule:OnUnitAttributeVisualUpdated(visualType, stat, attribute, powerType, oldValue, newValue)
self.barInfo[attribute].value = self.barInfo[attribute].value + (newValue - oldValue)
self:OnValueChanged(self.barControls[attribute], self.barInfo[attribute])
end
function ZO_UnitVisualizer_UnwaveringModule:OnUnitAttributeVisualRemoved(visualType, stat, attribute, powerType, value)
self.barInfo[attribute].value = self.barInfo[attribute].value - value
self:OnValueChanged(self.barControls[attribute], self.barInfo[attribute])
end
local function ApplyPlatformStyleToUnwavering(control, overlay)
ApplyTemplateToControl(control, ZO_GetPlatformTemplate(overlay))
end
function ZO_UnitVisualizer_UnwaveringModule:PlayAnimation(bar, info, instant)
if not info.animation then
local control = CreateControlFromVirtual("$(parent)UnwaveringOverlayContainer", bar, self.layoutData.overlayContainerTemplate)
local overlayOffsets = self.layoutData.overlayOffsets
local currentOffsets = IsInGamepadPreferredMode() and overlayOffsets.gamepad or overlayOffsets.keyboard
if not currentOffsets then
currentOffsets = overlayOffsets.shared
end
control:SetAnchor(TOPLEFT, bar, TOPLEFT, currentOffsets.left, currentOffsets.top)
control:SetAnchor(BOTTOMRIGHT, bar, BOTTOMRIGHT, currentOffsets.right, currentOffsets.bottom)
local animation = ANIMATION_MANAGER:CreateTimelineFromVirtual("UnwaveringAnimation", control)
info.control = control
animation:SetHandler("OnPlay", function()
self:GetOwner():NotifyTakingControlOf(bar)
if bar.warner then
bar.warner:SetPaused(false)
end
end)
animation:SetHandler("OnStop", function()
self:GetOwner():NotifyEndingControlOf(bar)
if bar.warner then
bar.warner:SetPaused(true)
end
end)
for i, statusBar in ipairs(bar.barControls) do
animation:InsertAnimationFromVirtual("UnwaveringBarAnimation", statusBar)
end
if bar.warnerContainer then
animation:InsertAnimationFromVirtual("UnwaveringGlowInAnimation", bar.warnerContainer)
animation:InsertAnimationFromVirtual("UnwaveringGlowOutAnimation", bar.warnerContainer)
end
info.animation = animation
ApplyPlatformStyleToUnwavering(info.control, self.layoutData.overlayContainerTemplate)
end
info.animation.instant = instant
info.animation.owner = self:GetOwner()
if instant then
info.control:SetAlpha(1)
info.animation:PlayInstantlyToEnd()
else
info.animation:PlayForward()
end
end
function ZO_UnitVisualizer_UnwaveringModule:OnValueChanged(bar, info, instant)
local value = info.value
local lastValue = info.lastValue
info.lastValue = value
if value > 0 and lastValue <= 0 then
self:PlayAnimation(bar, info, instant)
elseif value <= 0 and lastValue > 0 then
info.animation.instant = instant
ZO_Animation_PlayBackwardOrInstantlyToStart(info.animation, instant)
end
end
function ZO_UnitVisualizer_UnwaveringModule:ApplyPlatformStyle()
if self.barInfo then
for _, info in pairs(self.barInfo) do
if info.control then
ApplyPlatformStyleToUnwavering(info.control, self.layoutData.overlayContainerTemplate)
end
end
end
end
|
-- awesome_mode: api-level=4:screen=on
-----------------------------------------------------------
-- Includes {{{1
-- Standard awesome libraries
local gears = require("gears") -- Utilities such as color parsing and objects
-- Widget and layout library
local wibox = require("wibox") -- Awesome own generic widget framework
-- Theme handling library
local beautiful = require("beautiful") -- Awesome theme module
local M = {}
-----------------------------------------------------------
-- Systray {{{1
function M.get_widget(s)
if s == screen.primary then
local systray = wibox.widget({
{
{ widget = wibox.widget.systray },
top = 2 * beautiful.useless_gap,
bottom = 2 * beautiful.useless_gap,
left = 5 * beautiful.useless_gap,
right = 5 * beautiful.useless_gap,
widget = wibox.container.margin,
},
bg = beautiful.bg_systray,
fg = beautiful.fg_normal,
shape = gears.shape.rounded_bar,
widget = wibox.container.background,
})
return systray
else
return
end
end
return M
-- }}}1
|
BoulderRound = Engine:EntityClass('BoulderRound')
function BoulderRound:setup(data)
self._states = {
STATIONARY = 1,
ROLLING = 2
}
self.image = Engine:getAsset('art/boulder_round.png')
self.state = self.state or self._states.STATIONARY
self.rollingDir = self.rollingDir or nil
self.lastMoveTime = self.lastMoveTime or 0
BasicEntSetup(self, data)
end
function BoulderRound:blocksTraversal() return true end
function BoulderRound:blocksVision() return true end
function BoulderRound:blocksLight() return true end
function BoulderRound:isMovable() return true end
function BoulderRound:activatesFloorSensors() return true end
function BoulderRound:render()
love.graphics.setColor(1, 1, 1, 1)
DrawSimpleEntImage(self, self.image)
end
function BoulderRound:update()
if self.rollingDir ~= nil and GAMETIME > self.lastMoveTime + 4 * ONETICK then
if not self:tryMove(self.rollingDir) then self.rollingDir = nil end
self.lastMoveTime = GAMETIME
end
end
function BoulderRound:onShoved(dir, other)
self.rollingDir = dir
end
|
#!/usr/bin/env lua
local help_message = [[
bf2.lua - convert Brainfuck to Lua
Convert:
bf2.lua -i input.bf -o output.lua
Convert and run:
bf2.lua -i input.bf
Options:
-h --help print this message
-i --input input file, - for stdin
-o --output output file, - for stdout
]]
local output_header = [[
#!/bin/env lua
data = {}
ptr = 1
]]
-- read brainfuck code from file
read_brainfuck = function(file)
local program = {}
repeat
command = file:read(1)
if command ~= fail and string.match(command, "[<>%+%-%.,%[%]]") ~= fail then
program[#program+1] = command
end
until command == fail -- EOF
return table.concat(program, "")
end
-- removes useless sequences of commands from a brainfuck program
optimise_brainfuck = function(program)
local substitutions = {["<>"] = "", ["><"] = "", ["%+%-"] = "", ["%-%+"] = "", ["%[%]"] = ""}
local sum = 0
repeat
sum = 0
for i,v in pairs(substitutions) do
program, s = string.gsub(program, i, v)
sum = sum + s
end
until sum == 0
return program
end
-- counts the number of unmatched loop commands, should return 0 for a valid program
count_brainfuck_loops = function(program)
local loops = 0
for i = 1, #program do
if string.sub(program, i, i) == "[" then
loops = loops + 1
elseif string.sub(program, i, i) == "]" then
loops = loops - 1
end
end
return loops
end
-- converts Brainfuck code to Lua code
convert_brainfuck = function(program, output)
local loops = 0
local counter = 1
output:write(output_header)
for i = 1, #program do
if string.sub(program, i, i) == "[" then
output:write(string.rep("\t", loops).."while ((data[ptr] and data[ptr]) or 0) ~= 0 do\n")
loops = loops + 1
elseif string.sub(program, i, i) == "]" then
loops = loops - 1
output:write(string.rep("\t", loops).."end\n")
elseif string.sub(program, i, i) == "," then
output:write(string.rep("\t", loops).."data[ptr] = string.byte(io.read(1))\n")
elseif string.sub(program, i, i) == "." then
output:write(string.rep("\t", loops).."io.write(string.char((data[ptr] and data[ptr]) or 0))\n")
elseif string.sub(program, i, i) == "+" then
if string.sub(program, i+1, i+1) == "+" then
counter = counter + 1
else
output:write(string.rep("\t", loops).."data[ptr] = ((data[ptr] and data[ptr]) or 0) + "..counter.."\n")
counter = 1
end
elseif string.sub(program, i, i) == "-" then
if string.sub(program, i+1, i+1) == "-" then
counter = counter + 1
else
output:write(string.rep("\t", loops).."data[ptr] = ((data[ptr] and data[ptr]) or 0) - "..counter.."\n")
counter = 1
end
elseif string.sub(program, i, i) == "<" then
if string.sub(program, i+1, i+1) == "<" then
counter = counter + 1
else
output:write(string.rep("\t", loops).."ptr = ptr - "..counter.."\n")
counter = 1
end
elseif string.sub(program, i, i) == ">" then
if string.sub(program, i+1, i+1) == ">" then
counter = counter + 1
else
output:write(string.rep("\t", loops).."ptr = ptr + "..counter.."\n")
counter = 1
end
end
if loops < 0 then break end
end
end
-- main function
main = function()
local infile = nil -- input filename
local outfile = nil -- output filename
local bfcode = "" -- Brainfuck code
local output -- output file
local run = false
-- parse commandline args
for i=1,#arg do
if arg[i] == "-h" or arg[i] == "--help" then
io.write(help_message)
os.exit(0)
elseif arg[i] == "-i" or arg[i] == "--input" then
if arg[i+1] == nil then
print("Option "..arg[i].." requires an argument")
os.exit(1)
else
infile = tostring(arg[i+1])
end
elseif arg[i] == "-o" or arg[i] == "--output" then
if arg[i+1] == nil then
print("Option "..arg[i].." requires an argument")
os.exit(1)
else
outfile = tostring(arg[i+1])
end
end
end
-- read input
if infile == nil then
print("Missing argument -i, run "..arg[0].." -h for help")
os.exit(1)
elseif infile == "-" then
bfcode = read_brainfuck(io.input())
else
input = io.open(infile)
if input == fail then
print("Couldn't open "..infile)
os.exit(1)
end
bfcode = read_brainfuck(input)
input:close()
end
bfcode = optimise_brainfuck(bfcode)
-- check for unmatched loops
local loops = count_brainfuck_loops(bfcode)
if loops > 0 then
print("Error: missing "..loops.." ]")
os.exit(1)
elseif loops < 0 then
print("Error: missing "..-loops.." [")
os.exit(1)
end
-- open output
if outfile == nil then
outfile = os.tmpname()
output = io.open(outfile, "w")
if output == fail then
print("Couldn't open a temporary file")
os.exit(1)
end
run = true
elseif outfile == "-" then
output = io.output()
else
output = io.open(outfile, "w")
if output == fail then
print("Couldn't open "..outfile)
os.exit(1)
end
end
convert_brainfuck(bfcode, output)
output:close()
-- run output
if run then
dofile(outfile)
os.remove(outfile)
end
end
main()
|
local utils = require(GetScriptDirectory() .. "/util")
local X = {}
local tableMeepos = {}
local isFarmed = false
function X.AddMeepo ( meepo )
table.insert(tableMeepos, meepo)
end
function X.GetMeepos ()
return tableMeepos
end
function X.GetIsFarmed()
return isFarmed
end
function X.SetIsFarmed( bFarmed )
isFarmed = bFarmed
end
return X
|
local self = {}
mUI.XML = self
local TOKENIZER = {
IDLE = 0,
IDENTIFIER = 1,
CARRIAGERETURN = 2,
QUOTED_SINGLE = 3,
QUOTED_DOUBLE = 4,
ESCAPED = 5
}
function self:Tokenize(str)
local mode = TOKENIZER.IDLE
local tokens = {}
local line,col = 1,0
local tempBuffer1
local tempBuffer2
local escapeSequences = {
nbsp = " ",
lt = "<",
gt = ">",
amp = "&",
quot = "\"",
apos = "'",
nl = "\n" -- because
}
for char in str:gmatch("(.)") do
col = col + 1
::parser::
if mode == TOKENIZER.IDLE then
if char == "\n" then
tokens[#tokens + 1] = {
type = "NewLine",
data = char,
line = line,
col = col
}
line = line + 1
col = 0
elseif char == "\r" then
tokens[#tokens + 1] = {
type = "NewLine",
data = char,
line = line,
col = col
}
mode = TOKENIZER.CARRIAGERETURN
elseif char == "<" then
tokens[#tokens + 1] = {
type = "TagOpen",
data = char,
line = line,
col = col
}
elseif char == " " then
if tokens[#tokens].type == "Whitespace" then
tokens[#tokens].data = tokens[#tokens].data..char
else
tokens[#tokens + 1] = {
type = "Whitespace",
data = char,
line = line,
col = col
}
end
elseif char == "\t" then
if tokens[#tokens].type == "Tab" then
tokens[#tokens].data = tokens[#tokens].data..char
else
tokens[#tokens + 1] = {
type = "Tab",
data = char,
line = line,
col = col
}
end
elseif char == ">" then
tokens[#tokens + 1] = {
type = "TagClose",
data = char,
line = line,
col = col
}
elseif char == "/" then
tokens[#tokens + 1] = {
type = "Slash",
data = char,
line = line,
col = col
}
elseif char == "=" then
tokens[#tokens + 1] = {
type = "Equals",
data = char,
line = line,
col = col
}
elseif char == "\"" then
tokens[#tokens + 1] = {
type = "Quote",
data = char,
line = line,
col = col
}
tokens[#tokens + 1] = {
type = "Text",
data = "",
line = line,
col = col
}
mode = TOKENIZER.QUOTED_DOUBLE
elseif char == "'" then
tokens[#tokens + 1] = {
type = "Quote",
data = char,
line = line,
col = col
}
tokens[#tokens + 1] = {
type = "Text",
data = "",
line = line,
col = col
}
mode = TOKENIZER.QUOTED_SINGLE
elseif char == "&" then
if not (tokens[#tokens] and tokens[#tokens].type == "Identifier") then
tokens[#tokens + 1] = {
type = "Identifier",
data = "",
line = line,
col = col
}
end
tempBuffer1 = ""
tempBuffer2 = mode
mode = TOKENIZER.ESCAPED
elseif char:match("[^<>\r\n =]") then
tokens[#tokens + 1] = {
type = "Identifier",
data = char,
line = line,
col = col
}
mode = TOKENIZER.IDENTIFIER
else
error("Unexpected character: "..char.." at line "..line.." col "..col)
end
elseif mode == TOKENIZER.IDENTIFIER then
if char:match("[^<>\r\n =]") then
tokens[#tokens].data = tokens[#tokens].data..char
else
mode = TOKENIZER.IDLE
goto parser
end
elseif mode == TOKENIZER.CARRIAGERETURN then
if char == "\n" then
tokens[#tokens].data = tokens[#tokens].data..char
mode = TOKENIZER.IDLE
line = line + 1
col = 0
else
error("Malformed carriage return at line "..line.." col "..col)
end
elseif (mode == TOKENIZER.QUOTED_SINGLE) then
if char:match("[^'\r\n&]") then
tokens[#tokens].data = tokens[#tokens].data..char
elseif char == "&" then
tempBuffer1 = ""
tempBuffer2 = mode
mode = TOKENIZER.ESCAPED
elseif char == "'" then
tokens[#tokens + 1] = {
type = "Quote",
data = char,
line = line,
col = col
}
mode = TOKENIZER.IDLE
else
error("Malformed quoted text at line "..line.." col "..col)
end
elseif (mode == TOKENIZER.QUOTED_DOUBLE) then
if char:match("[^\"\r\n&]") then
tokens[#tokens].data = tokens[#tokens].data..char
elseif char == "&" then
tempBuffer1 = ""
tempBuffer2 = mode
mode = TOKENIZER.ESCAPED
elseif char == "\"" then
tokens[#tokens + 1] = {
type = "Quote",
data = char,
line = line,
col = col
}
mode = TOKENIZER.IDLE
else
error("Malformed quoted text at line "..line.." col "..col)
end
elseif (mode == TOKENIZER.ESCAPED) then
if char == ";" then
if tempBuffer1:sub(1,1) == "#" then
if tempBuffer1:sub(2,2) == "x" then
if tonumber(tempBuffer1:sub(3,-1) or "",16) then
tokens[#tokens].data = tokens[#tokens].data..string.char(tonumber(tempBuffer1:sub(3,-1),16))
mode = tempBuffer2
else
error("Invalid numeric hex escape sequence at line "..line.." col "..col)
end
elseif tonumber(tempBuffer1:sub(2,-1) or "") then
tokens[#tokens].data = tokens[#tokens].data..string.char(tonumber(tempBuffer1:sub(2,-1)))
mode = tempBuffer2
else
error("Invalid numeric escape sequence at line "..line.." col "..col)
end
elseif escapeSequences[tempBuffer1] then
tokens[#tokens].data = tokens[#tokens].data..escapeSequences[tempBuffer1]
mode = tempBuffer2
else
error("Invalid escape sequence \"&"..tempBuffer1..";\" at line "..line.." col "..col)
end
elseif tokens[#tokens - 1].data == char then
error("Unterminated escape sequence at line "..line.." col "..col)
else
tempBuffer1 = tempBuffer1..char
end
end
end
if mode ~= TOKENIZER.IDLE then
error("Unexpected EOF!")
end
return tokens
end
local PARSER = {
IDLE = 0,
TAG_NEED_IDENT = 1,
TAG_NEED_CLOSE = 2,
IDENT_NEED_EQUALS = 3,
IDENT_NEED_QUOTE = 4,
IDENT_NEED_DEFINE = 5,
IDENT_NEED_QUOTE_CLOSE = 6,
TAG_CLOSE_IDENT = 7,
TAG_NEED_CLOSE_ONLY = 8
}
self.Parsers = {}
function self.Parsers.Whitespace()end
function self.Parsers.NewLine(parser,token)
parser.currentNode.text = parser.currentNode.text:sub(1,-1-#token.data)
end
function self.Parsers.Tab(parser,token)
parser.currentNode.text = parser.currentNode.text:sub(1,-1-#token.data)
end
function self.Parsers.TagOpen(parser,token)
assert(parser.mode == PARSER.IDLE,"Unexpected tag opening at line "..token.line.." col "..token.col.."!")
parser.mode = PARSER.TAG_NEED_IDENT
parser.isInBody = false
parser.tempBuffer1 = parser:newChild(token)
end
function self.Parsers.Slash(parser,token)
if parser.isInBody then return end
assert((parser.mode == PARSER.TAG_NEED_IDENT) or (parser.mode == PARSER.TAG_NEED_CLOSE),"Unexpected slash at line "..token.line.." col "..token.col.."!")
if parser.mode == PARSER.TAG_NEED_CLOSE then
parser.tempBuffer1._id = parser.currentNode._id.."."..parser.tempBuffer1.identifier..(#parser.currentNode.children+1)
parser:pushChild(parser.tempBuffer1)
parser.tempBuffer1 = nil
parser.mode = PARSER.TAG_NEED_CLOSE_ONLY
else
parser.tempBuffer1 = nil
parser.mode = PARSER.TAG_CLOSE_IDENT
end
end
function self.Parsers.Identifier(parser,token)
if parser.mode == PARSER.TAG_NEED_IDENT then
parser.mode = PARSER.TAG_NEED_CLOSE
parser.tempBuffer1.identifier = token.data
elseif parser.mode == PARSER.TAG_NEED_CLOSE then
assert(token.data:match("[A-Za-z0-9%-]"),"Token contains non alphanumeric symbols!")
parser.tempBuffer2 = token.data
parser.mode = PARSER.IDENT_NEED_EQUALS
elseif parser.mode == PARSER.TAG_CLOSE_IDENT then
assert(parser.currentNode.identifier == token.data,"Tag "..token.data.." was unexpectedly closed at line "..token.line.." col "..token.col.."!")
parser.mode = PARSER.TAG_NEED_CLOSE_ONLY
elseif parser.mode == PARSER.IDLE then
else
error("Unexpected identifier at line "..token.line.." col "..token.col.."!")
end
end
function self.Parsers.Equals(parser,token)
if parser.isInBody then return end
assert(parser.mode == PARSER.IDENT_NEED_EQUALS,"Unexpected '=' at line "..token.line.." col "..token.col.."!")
parser.mode = PARSER.IDENT_NEED_QUOTE
end
function self.Parsers.Text(parser,token)
assert(parser.mode == PARSER.IDENT_NEED_DEFINE,"Unexpected text at line "..token.line.." col "..token.col.."!")
parser.mode = PARSER.IDENT_NEED_QUOTE_CLOSE
parser.tempBuffer1.attributes[parser.tempBuffer2] = token.data
parser.tempBuffer2 = nil
end
function self.Parsers.Quote(parser,token)
if parser.mode == PARSER.IDENT_NEED_QUOTE then
parser.mode = PARSER.IDENT_NEED_DEFINE
elseif parser.mode == PARSER.IDENT_NEED_QUOTE_CLOSE then
parser.mode = PARSER.TAG_NEED_CLOSE
else
error("Unexpected quote at line "..token.line.." col "..token.col.."!")
end
end
function self.Parsers.TagClose(parser,token)
assert((parser.mode == PARSER.TAG_NEED_CLOSE) or (parser.mode == PARSER.TAG_NEED_CLOSE_ONLY),"Unexpected tag closing at line "..token.line.." col "..token.col.."!")
if parser.mode == PARSER.TAG_NEED_CLOSE_ONLY then
parser:popChild()
else
parser.tempBuffer1._id = parser.currentNode._id.."."..parser.tempBuffer1.identifier..(#parser.currentNode.children+1)
parser:pushChild(parser.tempBuffer1)
parser.tempBuffer1 = nil
end
parser.isInBody = true
parser.mode = PARSER.IDLE
end
function self:ParseTokens(tokens)
local parser = {}
parser.tempBuffer1 = nil -- for reference
parser.tempBuffer2 = nil
parser.mode = PARSER.IDLE
parser.idx = 1
function parser:advanceIdx()
self.idx = self.idx + 1
end
function parser:getRelativeToken(relative)
return tokens[self.idx + relative]
end
function parser:expect(type)
return self:getRelativeToken(1) and (self:getRelativeToken(1).type == type)
end
function parser:is(type)
return self:getRelativeToken(0) and (self:getRelativeToken(0).type == type)
end
function parser:newChild(token)
local child = {
text = "",
children = {},
attributes = {},
parent = self.currentNode,
identifier = "",
token = token
}
return child
end
function parser:pushChild(child)
self.currentNode.children[#self.currentNode.children+1] = child
self.currentNode = child or self.currentNode
end
function parser:popChild()
self.currentNode = self.currentNode.parent or self.currentNode
end
function parser:updateText(child,text)
if self.isInBody and not self:is "TagOpen" then
child.text = child.text..text
end
end
parser.AST = {
text = "",
children = {},
attributes = {},
parent = false,
identifier = "main",
_id = "main",
token = false
}
parser.isInBody = true
parser.currentNode = parser.AST
for _,token in ipairs(tokens) do
parser:updateText(parser.currentNode,token.data)
self.Parsers[token.type](parser,token)
parser:advanceIdx()
end
if parser.mode ~= PARSER.IDLE then
error("Unexpected EOF!")
end
if parser.currentNode ~= parser.AST then
error("Tag "..parser.currentNode.identifier.." was not closed! (line "..parser.currentNode.token.line.." col "..parser.currentNode.token.col..")")
end
return parser.AST
end
function self:Parse(xml)
return self:ParseTokens(self:Tokenize(xml))
end
|
#!/usr/bin/env tarantool
local fio = require('fio')
box.cfg{log = "tarantool.log"}
build_path = os.getenv("BUILDDIR")
package.cpath = fio.pathjoin(build_path, 'test/app-tap/?.so' ) .. ';' ..
fio.pathjoin(build_path, 'test/app-tap/?.dylib') .. ';' ..
package.cpath
local function test_pushcdata(test, module)
test:plan(6)
local ffi = require('ffi')
ffi.cdef('struct module_api_test { int a; };')
local gc_counter = 0;
local ct = ffi.typeof('struct module_api_test')
ffi.metatype(ct, {
__tostring = function(obj)
return 'ok'
end;
__gc = function(obj)
gc_counter = gc_counter + 1;
end
})
local ctid = tonumber(ct)
local obj, ptr = module.pushcdata(ctid)
test:is(ffi.typeof(obj), ct, 'pushcdata typeof')
test:is(tostring(obj), 'ok', 'pushcdata metatable')
local ctid2, ptr2 = module.checkcdata(obj)
test:is(ctid, ctid2, 'checkcdata type')
test:is(ptr, ptr2, 'checkcdata value')
test:is(gc_counter, 0, 'pushcdata gc')
obj = nil
collectgarbage('collect')
test:is(gc_counter, 1, 'pushcdata gc')
end
local test = require('tap').test("module_api", function(test)
test:plan(23)
local status, module = pcall(require, 'module_api')
test:is(status, true, "module")
test:ok(status, "module is loaded")
if not status then
test:diag("Failed to load library:")
for _, line in ipairs(module:split("\n")) do
test:diag("%s", line)
end
return
end
local space = box.schema.space.create("test")
space:create_index('primary')
for name, fun in pairs(module) do
if string.sub(name,1, 5) == 'test_' then
test:ok(fun(), name .. " is ok")
end
end
local status, msg = pcall(module.check_error)
test:like(msg, 'luaT_error', 'luaT_error')
test:test("pushcdata", test_pushcdata, module)
space:drop()
end)
os.exit(0)
|
local StringBuffer = require("string_buffer")
local Command = require("uci.command")
local M = {}
function M.parse(list)
local data = {}
assert(list[1] == "id")
data.command = Command.ID
local index = 2
while index <= #list do
if list[index] == "name" then
index = index + 1
local str = StringBuffer(list[index])
for i = index + 1, #list do
str:append(" "):append(list[i])
end
index = #list
data.name = str:tostring()
elseif list[index] == "author" then
index = index + 1
local str = StringBuffer(list[index])
for i = index + 1, #list do
str:append(" "):append(list[i])
end
index = #list
data.author = str:tostring()
end
index = index + 1
end
return data
end
return M
|
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