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| using System; | |
| using System.Net; | |
| using System.Net.Sockets; | |
| using System.Text; | |
| class SynPacketSender | |
| { | |
| static void Main(string[] args) | |
| { | |
| string sourceIp = "192.168.68.68"; // Your IP address |
For the 2021 hack the box cyberpocalypse ctf, there was a web challenge called pcalc that included this filter:
if (strlen($formula) >= 100 || preg_match_all('/[a-z\'"]+/i', $formula)) {
return '🤡 dont bite the hand that feeds you human 🤡';
}
try {
eval('$pcalc = ' . $formula . ';');
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| using System.Collections.Generic; | |
| using Godot; | |
| public partial class CubeTest : Node3D | |
| { | |
| private MeshInstance3D meshInstance; | |
| private static readonly Color[] colour_set = [Colors.Red, Colors.Green, Colors.Blue, Colors.Yellow]; | |
| const int tower_width = 20; |
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| shader_type canvas_item; | |
| uniform float aspect_ratio: hint_range(0.1, 1.9, 0.1) = 1.0; | |
| group_uniforms line_characteristics; | |
| uniform float line_width: hint_range(0.001, 0.1) = 0.01; | |
| uniform int segment_count: hint_range(0, 10, 1) = 5; | |
| uniform float segment_length: hint_range(0.1, 1.0, 0.01) = 0.2; | |
| uniform float tail_lag: hint_range(0.1, 1.0, 0.01) = 0.4; |
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| using Godot; | |
| [Tool] | |
| public partial class NoiseAtlasGenerator : Node | |
| { | |
| [Export] | |
| public NoiseTexture3D NoiseGenerator { get; set; } | |
| [Export(PropertyHint.SaveFile, hintString: "*.png")] | |
| public string SavePath { get; set; } |
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| [Tool] | |
| public partial class ConfigLoader : Node | |
| { | |
| public static GameConfig Config { get; private set; } | |
| private string config_path; | |
| [Export(PropertyHint.File, hintString: "*.yml")] | |
| public string ConfigPath | |
| { | |
| get => config_path; set |
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| shader_type canvas_item; | |
| uniform vec4 line_colour : source_color = vec4(1.0); // default = white | |
| uniform float line_thickness : hint_range(0, 0.1) = 0.04; // the max distance from a transparent fragment to search for an opaque pixel - effectively the line width as named | |
| uniform float border_visibility : hint_range(0, 1) = 1.0; // control to fade border in and out | |
| uniform float gradient_intensity : hint_range(0, 5) = 3; // controls how quickly the gradient falls off | |
| uniform float gradient_steps : hint_range(1, 20) = 10; // controls the 'fineness' of the gradient | |
| // the directions to search for an opaque pixel - each a point on the unit circle (full distance multiplies this by line_thickness) | |
| // more directions = more accurate detection = better results around curved edges or corners |
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| shader_type spatial; | |
| render_mode blend_mix, depth_draw_always, cull_back, unshaded; | |
| group_uniforms textures; | |
| uniform sampler2D albedo_texture; | |
| group_uniforms hologram; | |
| uniform float opacity : hint_range(0.0, 1.0) = 0.35; |
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