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// Fill out your copyright notice in the Description page of Project Settings. | |
#pragma once | |
#include "CoreMinimal.h" | |
#include "GameFramework/Actor.h" | |
#include "ProceduralMeshComponent.h" | |
#include "VoxelActor.generated.h" | |
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function ArenaBattle:FilterHeal( filterTable ) | |
print("hello from filter") | |
local healer_index = filterTable["entindex_healer_const"] | |
local target_index = filterTable["entindex_target_const"] | |
local source_index = filterTable["entindex_inflictor_const"] | |
local heal = filterTable["heal"] | |
local healer, target, source | |
local params = {healer = healer, target = target, heal = heal, ability = source} |
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<!DOCTYPE html> | |
<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<title>Title</title> | |
<link type="text/css" href="/public/bower_components/bootstrap/dist/css/bootstrap.min.css" rel="stylesheet"> | |
<script src="/public/bower_components/jquery/dist/jquery.min.js"></script> | |
<script async src="/public/bower_components//bootstrap/dist/js/bootstrap.min.js"></script> | |
<style> | |
.pagination-page-input { |
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public class LockOn : MonoBehaviour { | |
GameObject target = null; | |
// Use this for initialization | |
void Start () { | |
} | |
// Update is called once per frame | |
void Update () { | |
if(target != null) { |
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using UnityEngine; | |
using System.Collections; | |
public class PlayerFollow : MonoBehaviour | |
{ | |
public Transform target; | |
public float smoothing = 5f; | |
Vector3 offset; | |
Camera camera; |
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Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition); | |
RaycastHit floorHit; | |
if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask)) | |
{ | |
// Create a vector from the player to the point on the floor the raycast from the mouse hit. | |
Vector3 playerToMouse = floorHit.point - ssr.transform.position; | |
// Ensure the vector is entirely along the floor plane. |
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void Update() { | |
if(Input.GetMouseButton(0)) { | |
Debug.Log("ok"); | |
//Vector3 bottom = GetComponent<CapsuleCollider>().center; | |
Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition); | |
RaycastHit floorHit; | |
if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask)) | |
{ |
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void Update() { | |
if(Input.GetMouseButtonDown(0)) { | |
Debug.Log("ok"); | |
Vector3 bottom = GetComponent<CapsuleCollider>().center; | |
Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition); | |
RaycastHit floorHit; | |
if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask)) | |
{ |
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import React from 'react'; | |
import {render} from 'react-dom'; | |
import InvoicePickTable from './invoice-pick-table.jsx'; | |
import InvoiceSelectedTable from './invoice-selected-table.jsx'; | |
class App extends React.Component { | |
constructor(props) { | |
super(props); | |
this.state = { | |
invoices:[], |
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here is my function call in main | |
char str[] = {'p','n','o','t','S','a','n','o','t', NULL}; | |
char tar[] = {'n','o','t', NULL}; | |
char *retStr[10]; | |
int num; | |
num = MultiStrStr(str,tar,retStr); | |
unsigned int MultiStrStr(const char* str, const char* target, char** retStrings) | |
{ | |
int lcv = 0; |