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if (!CanShootOutsideArc) | |
{ | |
ShotInfo shotInfo = new ShotInfo(Host, targetShip, this); | |
range = shotInfo.Range; | |
if (IsBullseyeArcOnly) | |
{ | |
ShotInfoArc bullseyeShotInfo = new ShotInfoArc(Host, targetShip, Host.ArcInfo.GetArc<Arcs.ArcBullseye>()); | |
if (!bullseyeShotInfo.InArc) |
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if (!CanShootOutsideArc) | |
{ | |
ShotInfo shotInfo = new ShotInfo(Host, targetShip, this); | |
range = shotInfo.Range; | |
if (IsBullseyeArcOnly) | |
{ | |
ShotInfoArc bullseyeShotInfo = new ShotInfoArc(Host, targetShip, Host.ArcInfo.GetArc<Arcs.ArcBullseye>()); | |
if (!bullseyeShotInfo.InArc) |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using Ship; | |
namespace Ship | |
{ | |
namespace Firespray31 | |
{ | |
public class BobaFettScum : Firespray31 |
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local sqrt = math.sqrt | |
Vector3 = Object() | |
function Vector3:Vector3(x, y, z) | |
self.x = x or 0 | |
self.y = y or 0 | |
self.z = z or 0 | |
end |
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local s = [[ | |
extern Image normaltex; | |
extern Image materialtex; | |
extern Image ramp; | |
extern Image sramp; | |
extern vec2 lightvec; | |
vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords ) | |
{ | |
vec4 material = Texel(materialtex, texture_coords); |
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Object={}Object.__index=Object | |
setmetatable(Object,Object)function Object:__call(...)return self:new(...)end | |
function Object:init()end | |
function Object:parent()return getmetatable(self)end | |
function Object:new(...)local e={}setmetatable(e,self)self.__index=self | |
e:init(...)return e | |
end |
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require "os" | |
require "math" | |
require "glfw" | |
require "glua" | |
vertshade = [[ | |
#version 330 | |
layout(location = 0) in vec4 position; | |
void main() |
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#include "math.h" | |
#include "stdlib.h" | |
#include "geometry.h" | |
//Inputs: | |
//verts: The higher the number the more vertices and the smoother the cylinder, number of verts on each side. | |
//size: distance of the vertices from the center. | |
//width: the thickness of the cylinder | |
//return: pointer to memory on heap, contains points in size verts*2 | |
mesh generateCylinder(int verts, float size, float width) |
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