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aTexture = new Texture2D(1,1); | |
aTexture.LoadImage(File.ReadAllBytes(Util.GetModWorkingDir(false, 0) + "/Resources/original/grass.png")); | |
aTexture.anisoLevel = 8; | |
bTexture = new Texture2D(1, 1); | |
bTexture.LoadImage(File.ReadAllBytes(Util.GetModWorkingDir(false, 0) + "/Resources/snow1.png")); | |
bTexture.anisoLevel = 8; | |
terMan = FindObjectOfType<TerrainManager>(); |
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-- Mini game controller for The Talos Principle | |
-- by iUltimateLP | |
-- Colors we play with | |
local colors = {"Red", "Purple", "Yellow", | |
"Orange", "Lime", "Cyan", | |
"Gray", "Blue", "Pink", | |
"Black"} | |
-- Tries we have, 0 if instant death | |
local tries = 0 |
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float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); | |
float3 p = abs(frac(input.xxx + K.xyz) * 6.0 - K.www); | |
return input.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), input.y); |
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. | |
#include "CompressedSaverPrivatePCH.h" | |
#include "CompressedSaverBPLibrary.h" | |
UCompressedSaverBPLibrary::UCompressedSaverBPLibrary(const FObjectInitializer& ObjectInitializer) | |
: Super(ObjectInitializer) | |
{ | |
} |
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registerPlugin | |
( | |
{ | |
name: 'iTunes Cover Art', | |
version: '1.0', | |
description: 'Download Cover Art from the iTunes API!', | |
author: 'Johnny Verbeek (iUltimateLP) <[email protected]>', | |
vars: { | |
desired_album_size: | |
{ |
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// Simple LibWebSockets test client | |
////////////////////////////////////////////////////////////////////////// | |
#include "stdafx.h" | |
#include <stdio.h> | |
#include <stdlib.h> | |
#include <string.h> | |
#include <signal.h> | |
#include "libwebsocket/libwebsockets.h" |
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function hsvToRgb(h, s, v, a) | |
local r, g, b | |
local i = math.floor(h * 6); | |
local f = h * 6 - i; | |
local p = v * (1 - s); | |
local q = v * (1 - f * s); | |
local t = v * (1 - (1 - f) * s); | |
i = i % 6 |
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var xmlhttp = new XMLHttpRequest(); | |
xmlhttp.open("GET", "localhost:8080/secure", true); | |
xmlhttp.setRequestHeader("Authorization", "Basic logout"); | |
xmlhttp.send(); |
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// This is a custom Steam CallResult to support C++ lambdas | |
//----------------------------------------------------------------------------- | |
// Purpose: maps a steam async call result to a lambda function | |
// template params: P = parameter struct | |
//----------------------------------------------------------------------------- | |
template<class P> | |
class CLambdaCallResult : private CCallbackBase | |
{ | |
public: | |
typedef void (*func_t)(P*, bool); |
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// -*- mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; -*- | |
// Small example how to use the library. | |
// For more examples, look at demo-main.cc | |
// | |
// This code is public domain | |
// (but note, that the led-matrix library this depends on is GPL v2) | |
#include "led-matrix.h" | |
#include <unistd.h> |
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