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| private void CheckRange() | |
| { | |
| InArcInfo = new Dictionary<GenericArc, bool>(); | |
| List<System.Type> WeaponArcRestrictions = (Weapon is GenericSecondaryWeapon) ? (Weapon as GenericSecondaryWeapon).ArcRestrictions : null; | |
| WeaponTypes weaponType = (Weapon is GenericSecondaryWeapon) ? (Weapon as GenericSecondaryWeapon).WeaponType : WeaponTypes.PrimaryWeapon; | |
| foreach (var arc in Ship1.ArcInfo.Arcs) | |
| { | |
| ShotInfoArc shotInfoArc = new ShotInfoArc(Ship1, Ship2, arc); | |
| InArcInfo.Add(arc, shotInfoArc.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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| 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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