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import os | |
import sys | |
import pathlib | |
if len(sys.argv) < 2: | |
print("Error - pass the folder(s) you want to index as argument(s)") | |
exit(1) | |
directories = sys.argv[1:] |
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#!/usr/bin/env python3 | |
import graphyte | |
import time | |
import colorsys | |
import sys | |
import ST7735 | |
try: | |
# Transitional fix for breaking change in LTR559 | |
from ltr559 import LTR559 |
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using Newtonsoft.Json; | |
using Newtonsoft.Json.Linq; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
namespace UnrealVaultParser | |
{ | |
class Program | |
{ |
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// Checkout and store away result | |
def checkoutResult = scm checkout | |
// Build a human readable build label | |
def buildLabel = [env.EstPlatform, checkoutResult.GIT_COMMIT.substring(0, 6), env.JOB_NAME, env.BUILD_NUMBER].join('-') | |
// Stamp the build config header file | |
def configFile = 'Depot/Source/EstCore/EstBuildConfig.h' | |
def buildConfig = readFile file: configFile | |
buildConfig += '\n#undef BUILD_COMMIT' |
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// Estranged is a trade mark of Alan Edwardes. | |
#include "EstScreenshotTaker.h" | |
#include "IImageWrapper.h" | |
#include "IImageWrapperModule.h" | |
void UEstScreenshotTaker::RequestScreenshot() | |
{ | |
if (GEngine == nullptr || GEngine->GameViewport == nullptr || bIsScreenshotRequested) | |
{ |
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void AEstPlayer::Tick(float DeltaSeconds) | |
{ | |
Super::Tick(DeltaSeconds); | |
UpdateCamera(DeltaSeconds); | |
} | |
void AEstPlayer::UpdateCamera(float DeltaSeconds) | |
{ | |
FVector EyeLocation; |
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#!/bin/bash | |
# Get the day number | |
day="$(date +'%u')" | |
echo "Starting backup for day ${day}" | |
# Sync all data to S3, excluding git and svn folders | |
/usr/local/bin/aws s3 sync /path/to/folder s3://bucket/folder \ | |
--exclude "*.svn*" --exclude "*.git*" --delete |
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// ae - takes URL, puts percents in it. | |
void encodeUrl(char *out, int outSize, char *in, int inSize) | |
{ | |
// Terminate our buffer | |
out[0] = '\0'; | |
// Loop the input | |
for (int i = 0; i < inSize; i++) | |
{ | |
// Get a char out of it |
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//============================================================================= | |
// | |
// Purpose: Logic submerge - fires output when submerged in water. | |
// | |
//============================================================================= | |
#include "cbase.h" | |
// memdbgon must be the last include file in a .cpp file!!! | |
#include "tier0/memdbgon.h" |
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#include "cbase.h" | |
#include "estranged_materialsystem.h" | |
#include "materialsystem\itexture.h" | |
#include "materialsystem/imaterialvar.h" | |
static void AppendShaderParams(const char* shader, IMaterial *pMat, KeyValues *newParams) | |
{ | |
int nParams = pMat->ShaderParamCount(); | |
IMaterialVar **pParams = pMat->GetShaderParams(); |
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