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################################################################################ | |
## stravant's Godot plugin auto-reloader ## | |
## For ease of plugin development ## | |
## MIT licensed ## | |
## ## | |
## Call preload("./reloader.gd").new() in your EditorPlugin component's ## | |
## _enter_tree method to enable automatic reloading whenever you save changes ## | |
## to any of the plugin files for a tighter plugin rapid prototyping loop. ## | |
## ## | |
## Source: https://gist.github.com/stravant/7aec484bb5e34e3a6196faaa13159ac3 ## |
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local DS_INT_TO_INT = {} :: {[number]: number} | |
local INT_TO_DS_INT = {} :: {[number]: number} | |
local INT_TO_DS_CHAR = {} :: {[number]: string} | |
local DS_INT_MAX; | |
do | |
-- All characters under this are control characters, must avoid them because | |
-- they get expanded out into control sequences. | |
local MIN_DS_VALUE = 0x20 | |
local MAX_DS_VALUE = 0x7E |
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for i = 1, 5 do | |
local part = game.ReplicatedStorage.FogPart:Clone() | |
part.Parent = workspace | |
part.Position = Vector3.new(0, i * 10, 0) | |
end |
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workspace.Checkpoints.ChildAdded:Connect(function(checkpoint) | |
if checkpoint.Name == "100" then | |
checkpoint.Touched:Connect(function(hit) | |
... same touched stuff | |
end) | |
end | |
end) |
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import requests | |
import json | |
import urllib.parse | |
import re | |
top_decks_url = "https://www.masterduelmeta.com/api/v1/top-decks?limit=0" | |
included_cards = { | |
"Lightning Storm": 1, | |
"Solemn Judgment": 1, |
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local ASignal = require(game:GetService("ServerStorage").ASignal) | |
local FSignal = require(game:GetService("ServerStorage").FSignal) | |
local function FireMany(sig) | |
sig:Connect(function() end) | |
sig:Connect(function() end) | |
sig:Connect(function() end) | |
sig:Connect(function() end) | |
sig:Connect(function() end) | |
sig:Connect(function() end) |
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-------------------------------------------------------------------------------- | |
-- Batched Yield-Safe Signal Implementation -- | |
-- This is a Signal class which has effectively identical behavior to a -- | |
-- normal RBXScriptSignal, with the only difference being a couple extra -- | |
-- stack frames at the bottom of the stack trace when an error is thrown. -- | |
-- This implementation caches runner coroutines, so the ability to yield in -- | |
-- the signal handlers comes at minimal extra cost over a naive signal -- | |
-- implementation that either always or never spawns a thread. -- | |
-- -- | |
-- API: -- |
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local ArrayVector1 = {1, 2, 3, 4} | |
local ArrayVector2 = {1, 2, 3, 4} | |
local ArrayVector3 = {1, 2, 3, 4} | |
local ArrayVector4 = {1, 2, 3, 4} | |
local DictVector1 = {x = 1, y = 2, z = 3, w = 4} | |
local DictVector2 = {x = 1, y = 2, z = 3, w = 4} | |
local DictVector3 = {x = 1, y = 2, z = 3, w = 4} | |
local DictVector4 = {x = 1, y = 2, z = 3, w = 4} |
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