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// c++ Coroutines by [email protected] | |
// using modified coroutines.hpp from boost | |
#include <stdio.h> | |
#include <string.h> | |
#include "SDL/SDL.h" | |
#include "CoroutineTest.h" | |
#include <boost/foreach.hpp> | |
namespace { // anonymous namespace |
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Matrix4 Md2Model::GetTrianglePos(int frameA, int frameB, float interp, int index, const Vector3& localOffset, const Vector3& localRot) { | |
Vector3 tri[3]; | |
if(frameA == frameB) { | |
// not animating | |
Md2Frame_t *pFrame = &_frames[frameA]; | |
for(int j = 0; j < 3; ++j) { | |
Md2Vertex_t *pVert = &pFrame->verts[_triangles[index].vertex[j]]; | |
tri[j] = Vector3((pFrame->scale[0] * pVert->v[0] + pFrame->translate[0]) * _scale, | |
(pFrame->scale[1] * pVert->v[1] + pFrame->translate[1]) * _scale, |
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// This file is in the public domain. Where | |
// a public domain declaration is not recognized, you are granted | |
// a license to freely use, modify, and redistribute this file in | |
// any way you choose. | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// Unity remake of a fake volumetric light glow effect |
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#include <iostream> | |
#include <vector> | |
#include <memory> | |
#include <algorithm> | |
#include <bitset> | |
#include <array> | |
#include <cassert> | |
#include <type_traits> | |
// We will implement groups by giving a group bitset to every entity, |
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param( | |
[Parameter(Mandatory=$false)] | |
[String]$Wallet, | |
[Parameter(Mandatory=$false)] | |
[String]$UserName, | |
[Parameter(Mandatory=$false)] | |
[String]$WorkerName = "ID=NemosMiner-v2.0.7", | |
[Parameter(Mandatory=$false)] | |
[Int]$API_ID = 0, | |
[Parameter(Mandatory=$false)] |