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[gd_scene load_steps=4 format=2] | |
[sub_resource type="CubeMesh" id=1] | |
[sub_resource type="BoxShape" id=2] | |
[sub_resource type="CubeMesh" id=3] | |
[node name="Main" type="Spatial"] |
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extends Node | |
class PacketInfo: | |
var data | |
var type | |
var ip | |
var port | |
func send_packet(udp_packet, type, data = {}): | |
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extends Node | |
class GameSession: | |
var name | |
var server_id | |
var server_ip | |
var server_internal_ip | |
var server_port | |
var password | |
var members = {} |
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#!/usr/bin/env bash | |
{ # this ensures the entire script is downloaded # | |
DEFAULT_SDK="$HOME/AppData/Local/Android/Sdk" | |
ANDROID_SDK=$DEFAULT_SDK | |
until [ -d $ANDROID_SDK ] | |
do | |
read -p "What is the path of your Android Sdk ? " ANDROID_SDK | |
[ ! -d $ANDROID_SDK ] && echo "Error : the specified path does not exists" |
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#include "referee.h" | |
#include <Ref.hpp> | |
using namespace godot; | |
void Game::_register_methods() | |
{ | |
register_property<Game, int>("turn", &Game::turn, 0); | |
register_property<Game, Ref<Reference>>("board_model", &Game::board_model, NULL); | |
register_property<Game, bool>("over", &Game::over, false); |