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var mmo = new villo.Game({ | |
//Give it some name. This doesn't really make a big difference: | |
name: "mmo", | |
//The type defines how it behaves. All is a safe type to use in most cases. | |
type: "all", | |
//This defines what features we want to import. In this example, we're only using data. | |
use: ["data"], | |
//Define some events for the system: | |
events: { | |
//Define the function that is called when data data is received from the data.interval function later on. |
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store = { | |
set: function(name, value, days){ | |
var expires = "" | |
if (days) { | |
var date = new Date(); | |
date.setTime(date.getTime()+(days*24*60*60*1000)); | |
expires = "; expires="+date.toGMTString(); | |
} | |
document.cookie = name+"="+value+expires+"; path=/"; | |
}, |
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villo.ajax = function (url, modifiers) { | |
//Set up the request. | |
var vAJ = new XMLHttpRequest(); | |
if (vAJ) { | |
var request = new XMLHttpRequest(); | |
if ("withCredentials" in request) { | |
//Good Browsers | |
//Line up the variables to be sent. | |
var sendingVars = ""; |
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/* play.c */ | |
#include "mp2.h" | |
/***************************************************************** shuffle *****************************************************************************************/ | |
void shuffle(int cards[][12], int num_cards[], int drawnDeck[]) | |
{ |
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