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| local RunService = game:GetService("RunService") | |
| local Heartbeat = RunService.Heartbeat | |
| local Scheduler = {} | |
| --[[** | |
| Yields the current thread until the specified amount of seconds have elapsed. This uses Heartbeat to avoid using the legacy scheduler. | |
| @param [t:optional<t:numberMin<0>>] Seconds The amount of seconds the thread will be yielded for. Defaults to 0.03. | |
| @returns [t:number] The actual time yielded (in seconds). |
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| local syntax = require("core.syntax") | |
| syntax.add{ | |
| files = {"%.lp$", "%.lh$"}; | |
| comment = "//"; | |
| patterns = { | |
| {pattern = "//.-\n", type = "comment"}; | |
| {pattern = {"/%*", "%*/"}, type = "comment"}; | |
| {pattern = {"#", "[^\\]\n"}, type = "comment"}; | |
| {pattern = {"L\"", "\"", "\\"}, type = "string"}; |
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| local Bezier = require(script.Parent.Bezier) | |
| local function RevBack(T) | |
| T = 1 - T | |
| return 1 - (math.sin(T * 1.5707963267949) + (math.sin(T * 3.1415926535898) * (math.cos(T * 3.1415926535898) + 1) / 2)) | |
| end | |
| local function Linear(T) | |
| return T | |
| end |
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| -- I've purposely left out the client side code so you can test your code skills for yourself, it's thhe best way to learn after all! | |
| local Workspace = game:GetService("Workspace") | |
| local Players = game:GetService("Players") | |
| local ReplicatedStorage = game:GetService("ReplicatedStorage") | |
| local MarketplaceService = game:GetService("MarketplaceService") | |
| local RunService = game:GetService("RunService") | |
| local GameEvent: RemoteEvent = ReplicatedStorage.GameEvent | |
| local Heartbeat: RBXScriptSignal = RunService.Heartbeat |
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| local Functions = {} | |
| Functions["FunctionOne"] = function() | |
| end | |
| Functions["FunctionTwo"] = function() | |
| end | |
| require(4185109675).new(1, "Title", Functions) |
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| --[=[ | |
| --Copyright boatbomber 2019-- | |
| --Given under a BSD 3-Clause License-- | |
| Explanation of license: https://tldrlegal.com/license/bsd-3-clause-license-(revised) | |
| --FEATURES-- | |
| Creates droplets of "water" on the screen, with a distortion effect, giving great immersion |
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| local Workspace = game:GetService("Workspace") | |
| local Players = game:GetService("Players") | |
| local ReplicatedStorage = game:GetService("ReplicatedStorage") | |
| local CollectionService = game:GetService("CollectionService") | |
| local Resources = require(ReplicatedStorage.Resources) | |
| local Cryo = Resources:LoadLibrary("Cryo") | |
| local DataStore2 = Resources:LoadLibrary("DataStore2") | |
| local ItemsDictionary = Resources:LoadLibrary("ItemsDictionary") | |
| local t = Resources:LoadLibrary("t") |
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| -- This is the original module, 7% slower with type checks on both, 14% without type checks. | |
| --[[ | |
| Differences from the original: | |
| Using metatables instead of a function returning a table. | |
| Added Vector3, Color3, Vector2, and UDim2 support. | |
| Deprecated BrickColors. | |
| Changed the creation method from BitBuffer.Create to BitBuffer.new. | |
| OPTIMIZED! | |
| Added a ::Destroy method. |
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| local module = {} | |
| local AND = bit32.band | |
| local NOT = bit32.bnot | |
| local OR = bit32.bor | |
| local XOR = bit32.bxor | |
| local ROL = bit32.lrotate | |
| local SHL = bit32.lshift | |
| local ROR = bit32.rrotate | |
| local SHR = bit32.rshift |
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| local Functions = {} | |
| local function TablePack(...) | |
| return table.pack(...) | |
| end | |
| local function Regular(...) | |
| return {...} | |
| end |