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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ProceduralMeshComponent.h"
#include "VoxelActor.generated.h"
function ArenaBattle:FilterHeal( filterTable )
print("hello from filter")
local healer_index = filterTable["entindex_healer_const"]
local target_index = filterTable["entindex_target_const"]
local source_index = filterTable["entindex_inflictor_const"]
local heal = filterTable["heal"]
local healer, target, source
local params = {healer = healer, target = target, heal = heal, ability = source}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
<link type="text/css" href="/public/bower_components/bootstrap/dist/css/bootstrap.min.css" rel="stylesheet">
<script src="/public/bower_components/jquery/dist/jquery.min.js"></script>
<script async src="/public/bower_components//bootstrap/dist/js/bootstrap.min.js"></script>
<style>
.pagination-page-input {
public class LockOn : MonoBehaviour {
GameObject target = null;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if(target != null) {
using UnityEngine;
using System.Collections;
public class PlayerFollow : MonoBehaviour
{
public Transform target;
public float smoothing = 5f;
Vector3 offset;
Camera camera;
Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
RaycastHit floorHit;
if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
{
// Create a vector from the player to the point on the floor the raycast from the mouse hit.
Vector3 playerToMouse = floorHit.point - ssr.transform.position;
// Ensure the vector is entirely along the floor plane.
void Update() {
if(Input.GetMouseButton(0)) {
Debug.Log("ok");
//Vector3 bottom = GetComponent<CapsuleCollider>().center;
Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
RaycastHit floorHit;
if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
{
void Update() {
if(Input.GetMouseButtonDown(0)) {
Debug.Log("ok");
Vector3 bottom = GetComponent<CapsuleCollider>().center;
Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
RaycastHit floorHit;
if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
{
import React from 'react';
import {render} from 'react-dom';
import InvoicePickTable from './invoice-pick-table.jsx';
import InvoiceSelectedTable from './invoice-selected-table.jsx';
class App extends React.Component {
constructor(props) {
super(props);
this.state = {
invoices:[],
here is my function call in main
char str[] = {'p','n','o','t','S','a','n','o','t', NULL};
char tar[] = {'n','o','t', NULL};
char *retStr[10];
int num;
num = MultiStrStr(str,tar,retStr);
unsigned int MultiStrStr(const char* str, const char* target, char** retStrings)
{
int lcv = 0;