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  • Pyroblast Games
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using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
public class PlayerPositionSync : NetworkBehaviour {
[SyncVar]
private Vector3 syncPosition;
public Transform transform;
import React, { Component } from 'react';
import Party from './Party.jsx';
class App extends Component {
constructor(props) {
super(props);
this.state = {
parties: []
};
import React, { Component } from 'react';
import Party from './Party.jsx';
exports default class App extends Component {
getParties() {
// get a list of the parties currently.
return [];
},
{
"errors": [""],
"fields": {
"credential": [""],
"password": [""]
}
}
return {
version = "1.1",
luaversion = "5.1",
tiledversion = "0.13.0",
orientation = "orthogonal",
width = 30,
height = 30,
tilewidth = 16,
tileheight = 16,
nextobjectid = 1,
import React, {Component} from 'react';
class Tabs extends Component {
static get defaultProps() {
return {
onTabChange: () => {}}
;
}
package main
import (
"fmt"
)
func main() {
out := make(chan string, 2)
in := make(chan string, 2)
const request = require('request')
const xml2js = require('xml2js')
const json2csv = require('json2csv')
const zlib = require('zlib')
const unzip = require('unzip')
const AdmZip = require('adm-zip')
const zip = new require('node-zip');
const appID = `zu03iAaY4cdKd8iSHP6y`
const appCode = `9bWkk5oZyyE-ZIpp_xAUnA`
const {
fetchResults,
createRequestBody,
submitLocations,
checkStatus,
parseXml,
getRequestID,
timeoutCheckStatus,
getStatus,
unzipResult
{
"name": "careermap",
"version": "1.0.0",
"description": "",
"main": "index.js",
"scripts": {
"test": "node_modules/.bin/mocha --timeout 3000000",
"start": "node index.js"
},
"author": "",