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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 |
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local table = {} | |
function table.pack(...) | |
return{n = select("#", ...), ...} | |
end | |
function table.move(a1, f, e, t, a2) | |
a2 = a2 or a1 | |
t = t + e |
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--[[---------------------------------------------------------------------------- | |
MessagePack encoder / decoder written in pure Lua 5.3 | |
written by Sebastian Steinhauer <[email protected]> | |
This is free and unencumbered software released into the public domain. | |
Anyone is free to copy, modify, publish, use, compile, sell, or | |
distribute this software, either in source code form or as a compiled | |
binary, for any purpose, commercial or non-commercial, and by any |