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/** | |
* So this simulates the header mapping rules for CloudFront that compressed | |
* Unity3D builds need when hosted on S3, since number one it doesn't compress | |
* anything bigger than 10M and number two it doesn't mark already compressed | |
* files as compressed because it doesn't know what ".gz" is. | |
* | |
* It's super annoying but hey, what are you gonna do. | |
* | |
* https://docs.unity3d.com/2020.1/Documentation/Manual/webgl-server-configuration-code-samples.html | |
* |
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set height to 1 because duh | |
>>>>>>>>>>>>>>>>>>>>>>>+ | |
set size to h7a to make room for the header | |
<<<<<<<< | |
++++++++++++++++ | |
++++++++++++++++ | |
++++++++++++++++ | |
++++++++++++++++ | |
++++++++++++++++ |
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#include <iostream> | |
#include <utility> | |
// ----- prelude ----- | |
// --- control flow --- | |
// ~~ if ~~ | |
// control flow | |
template <bool cond, typename then_res, typename else_res> struct __if; |
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""" | |
Temporary module to allow for sqlite databases during development. Remove once | |
we get an actual database. | |
""" | |
import peewee | |
from peewee_async import AsyncDatabase | |
import playhouse.sqlite_ext as sqlite_ext | |
try: | |
import aiosqlite |
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V = a, e, i, o, u | |
C = b, d, g | |
K = g, k | |
L = l, m, n, r | |
H = x1…x5, x@, xx = h₁, h₂, h₃, h₄, h₅, hₐ, hₓ | |
K' – ǵ, ḱ | |
Kv – gʷ, kʷ | |
gvh – gʷʰ |