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A .gitignore file suitable for developing Minecraft Forge mods using ForgeGradle.
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A WoW script that provides two functions to play a random sound from a list.
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local numSounds = #soundFiles -- Get the number of entries in the soundFiles table
local function PlayRandomSound()
local index = random(1, numSounds) -- Generate a random number between 1 and numSounds to use as an index. random is an alias of the math.random function
A WoW AddOn that plays music when you're stealthed and moving.
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-- Declare a local variable called something like IS_PLAYING (we use this a bit later) and set it to false.
-- Create a frame
-- Hide it
-- Register whatever event(s) fire when the player enters/leaves stealth
-- Set its OnEvent script to show the frame when the player enters stealth (allowing its OnUpdate script to run) and hide the frame, stop the music and set IS_PLAYING to false when the player leaves stealth (stopping its OnUpdate script from running).
-- Set its OnUpdate script to check the player's speed every 0.X seconds.
-- If the player is moving and IS_PLAYING is false, use PlayMusic to start your music and set IS_PLAYING to true.
-- If the player isn't moving and IS_PLAYING is true, use StopMusic to stop the music and set IS_PLAYING to false.
How to debug Node.js web applications running on Heroku using ngrok
Debugging Node.js web applications running on Heroku using ngrok
Introduction
Heroku only allows each dyno to send and receive external network traffic on a single port, which means you can't simply
run node --debug server.js and attach your debugger to your-app.herokuapp.com:5858.
To work around this, you can use ngrok and
Heroku ngrok Buildpack to tunnel to the debugger's port and access
it externally.
A description of the model loading process in Minecraft Forge 1.9-1.12.1
In this document, I use strings in the format "foo:bar" to represent ResourceLocations with domain foo and path bar. I also use [square brackets] for placeholders.
The Model Loading Process
Blocks
On startup and whenever the resources are reloaded (in ModelLoader#setupModelRegistry), Minecraft iterates through every registered Block (in ModelLoader#loadBlocks) and asks its custom IStateMapper (or DefaultStateMapper if none has been registered) to create a mapping between every valid IBlockState of the Block and the ModelResourceLocation for that state (with the domain and path pointing to a blockstates file and the variant to a variant within that file). It then attempts to load these models.
DefaultStateMapper looks for the blockstates file with the Block's registry name (i.e. assets/[modid]/blockstates/[name].json) and serialises each property and value of the IBlockState to create the variant name that the model is loaded from (e.g. "enabled=true,type=foobar"
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