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Adam Gorman namrog84

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// User-configurable bit allocations as compile-time constants
constexpr uint32 TAB_BITS = 8; // 8 bits = 256 possible tabs/pages
constexpr uint32 X_BITS = 8; // 8 bits = 256 possible X positions
constexpr uint32 Y_BITS = 8; // 8 bits = 256 possible Y positions
constexpr uint32 ROT_BITS = 2; // 2 bits = 4 possible rotation values (cardinal directions)
constexpr uint32 UNUSED_Bits = 6; // 6 bits reserved for future use. Or reallocation into above as needed.
// Calculate bit positions (Tab is in the lowest bits)
constexpr uint32 TAB_SHIFT = 0;
@namrog84
namrog84 / BannedFromDiscord.md
Last active January 16, 2025 15:16
Banned from Discord (9 year account) for an abandoned server. Seeking advice?

Hi all,

Here's the full background of my Discord Ban, Appeals, and the timeline of events.

My name is Adam Gorman (namrog84) and I was permanently banned (or 2 years?)(Until Oct 2026) from Discord about 3 months ago for reasons I believe are related to an abandoned Discord server named Darker-Market I created for the game Dark and Darker.

The only official reason I've been given is "Fraud" and "Darker-Market" and lots of automated pre-canned responses.

I had abandoned participation in the server quite a while ago and I suspect that someone conducted fraud on the server at some point and the server was then banned and as the server owner, I am held responsible. Which I think is a fair that the server owner has responsibility in moderation and maintenance of the community. However I do not find a 0 warnings, permanent or 2+ year ban (until Oct 2026) as a just punishment for being an inactive moderator/server owner. Possibly just deleting the server, if it's believed its fostering bad behavior, and prev

@namrog84
namrog84 / darkeritems.tsx
Created April 7, 2023 00:53
darker-market misc data things
export enum SlotType {
None = 'None',
PrimaryWeapon = 'Primary Weapon',
SecondaryWeapon = 'Secondary Weapon',
Head = 'Head',
Necklace = 'Necklace',
Hands = 'Hands',
Ring = 'Ring',
Chest = 'Chest',
import { Fragment, useState } from "react";
import { Combobox, Transition } from "@headlessui/react";
import { CheckIcon, ChevronUpDownIcon } from "@heroicons/react/20/solid";
const people = [
{ id: 1, name: "Wade Cooper" },
{ id: 2, name: "Arlene Mccoy" },
{ id: 3, name: "Devon Webb" },
{ id: 4, name: "Tom Cook" },
{ id: 5, name: "Tanya Fox" },
@namrog84
namrog84 / AllLevelsElevatorSaga.js
Created September 18, 2021 09:41
elevator saga solution
// I think this solution might have been written by nichampagne
// Verified and tested by namrog84 to have worked on all elevator saga levels as of 2021/09/18
{
init: function(elevators, floors) {
var goingUp = []; //ARRAY OF FLOORS WITH UP BUTTON PRESSED, KEPT IN ORDER OF WHEN THEY WERE PRESSED
var goingDown = []; //ARRAY OF FLOORS WITH DOWN BUTTON PRESSED, KEPT IN ORDER OF WHEN THEY WERE PRESSED
var topFloor = floors.length - 1; //THE FLOOR NUMBER OF THE TOP FLOOR, BECAUSE IT CHANGES ON DIFFERENT CHALLENGES
var next = 0; //A PLACE HOLDER VARIABLE USED IN A FEW PLACES
/*/
//
InputComponent->BindAction("Button", IE_Pressed, this, &Class::Function);
//
InputComponent->BindAxis("InputAxis", this, &Class::Function);
//
AMyClass* MyCastActor = Cast<AMyClass>(MyActor);
//
UCLASS()
setInterval(function() {
if (Molpy.Redacted.location != 0) {
document.title = "! kitten !";
Molpy.Redacted.location=1;
var inputz = document.getElementsByTagName("input");
for(index = 0; index < inputz.length; index++){
if(inputz[index].value == "Show"){
var foundIt = String(inputz[index].onclick).includes("Redacted");
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class TabToNextController : MonoBehaviour, IUpdateSelectedHandler
{
public Selectable nextField;
using UnityEngine;
using System.Collections;
using System;
using UnityEngine.SceneManagement;
public class SceneFadeInOut : MonoBehaviour
{
public void StartSceneFadeOut()
{
bool ContainsChar(char c, const char * str)
{
char * ptr = str;
while(ptr != null)
{
if(*ptr == c)
{
return true;
}
ptr++;