- Added HP Min Offset
- Added “Replenishment [Phantom Color]” from previous tables versions (not made by me)
- Mapped some offsets for easier reading
- Added offset +74 (Parry Multiplier) under [Equipped Weapon]
- Added WeaponTypeParam Helper
<?xml version="1.0" encoding="UTF-8"?> | |
<style-scheme version="1.0" name="zenburn"> | |
<style name="Text" foreground="#dcdccc" background="#3f3f3f"/> | |
<style name="Link" foreground="#8cd1d3" bold="true"/> | |
<style name="Selection" foreground="#333333" background="#f18c96"/> | |
<style name="LineNumber" foreground="#9fafaf" background="#262626"/> | |
<style name="SearchResult" foreground="#FFFFE0"/> | |
<style name="SearchScope" foreground="#FFFFE0" background="#3f3f3f"/> | |
<style name="Parentheses" foreground="#dca3a3" background="#3f3f3f" bold="true"/> | |
<style name="CurrentLine" foreground="#000d18" background="#8faf9f"/> |
package control.structures.continuations.quasarFiberChannelSameThread; | |
import java.io.Serializable; | |
import java.util.Iterator; | |
import java.util.NoSuchElementException; | |
import co.paralleluniverse.fibers.SuspendExecution; | |
import co.paralleluniverse.strands.Strand.State; | |
import co.paralleluniverse.strands.SuspendableCallable; |
{-# LANGUAGE OverloadedStrings #-} | |
import Text.Pandoc.JSON | |
import System.Directory | |
import System.FilePath ((</>)) | |
import qualified Data.Hash.MD5 as MD5 | |
import qualified Data.Text as T | |
import System.IO.Temp | |
import System.Process | |
import Control.Monad (unless) |
In response to a StackOverflow question:
This is code to build a Direct3D wrapper DLL, intercepting all calls to Direct3D interface functions so that you can draw your own objects to display over the game. Just plop the DLL into the same folder as the game's executable, and it should load it as if it were the real d3d9.dll file. It still forwards all calls to the real one in system32, just allows stuff to happen in between. original stackoverflow answer
<?xml version="1.0" encoding="UTF-8"?> | |
<style-scheme version="1.0" name="Zenburn"> | |
<style name="Text" foreground="#dcdccc" background="#1f1f1f"/> | |
<style name="Link" foreground="#dfcfaf"/> | |
<style name="Selection" foreground="#000d18" background="#8faf9f" bold="true"/> | |
<style name="LineNumber" foreground="#9fafaf" background="#262626"/> | |
<style name="SearchResult" foreground="#385f38" background="#f8f893"/> | |
<style name="SearchScope" foreground="#ffffe0" background="#284f28"/> | |
<style name="Parentheses" foreground="#b2b2a0" background="#2e2e2e" bold="true"/> | |
<style name="CurrentLine" foreground="#dcdccc" background="#121212" bold="true"/> |
For a brief user-level introduction to CMake, watch C++ Weekly, Episode 78, Intro to CMake by Jason Turner. LLVM’s CMake Primer provides a good high-level introduction to the CMake syntax. Go read it now.
After that, watch Mathieu Ropert’s CppCon 2017 talk Using Modern CMake Patterns to Enforce a Good Modular Design (slides). It provides a thorough explanation of what modern CMake is and why it is so much better than “old school” CMake. The modular design ideas in this talk are based on the book [Large-Scale C++ Software Design](https://www.amazon.de/Large-Scale-Soft