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<!DOCTYPE html> | |
<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>Page 1</title> | |
<style> | |
body { | |
padding: 10px; |
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public partial class Pawn : AnimatedEntity | |
{ | |
public override void Spawn() | |
{ | |
SetModel( "models/citizen/citizen.vmdl" ); | |
SetupPhysicsFromModel( PhysicsMotionType.Keyframed ); | |
// Or anything else. | |
// If an entity has no tags then it will default to collide. | |
Tags.Add( "player" ); | |
} |
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import "./module1"; | |
// import "./module2"; Importing this instead of module1 will generate a runtime Error | |
/* | |
Hi, from what I checked, the issue about circular dependencies appears | |
when there is code that is being executed when a module is being imported, | |
e.g.: function calls, const referencing each other, class inheritance, and so on. | |
See the following files: | |
* entry1.js |
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const maximumNumberOfDecimals = 5; | |
const targetDecimals = 2; | |
const roundingAdjustment = 3; | |
// The more maximum number of decimals, the higher this needs to go for accurate results | |
// It looks like targetDecimals + roundingAdjustment = maximumNumberOfDecimals for fully accurate results | |
var results = []; | |
for ( | |
let value = 1 / Math.pow(10, maximumNumberOfDecimals); | |
value <= 100; |