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// Set log mode. | |
setLogMode(2); | |
// Set profiler. | |
//profilerEnable( true ); | |
// Controls whether the execution or script files or compiled DSOs are echoed to the console or not. | |
// Being able to turn this off means far less spam in the console during typical development. | |
setScriptExecEcho( false ); |
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using System; | |
using System.IO; | |
using System.Reflection; | |
using HorribleHackz.CustomAttributes; | |
using Torque6_Bridge.Namespaces; | |
using Torque6_Bridge.SimObjects; | |
using Console = Torque6_Bridge.Namespaces.Console; | |
using Version = Torque6_Bridge.Namespaces.Version; | |
namespace HorribleHackz |
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$fpsAvgCount = 10; | |
$fpsIdx = 0; | |
function fpsPrintAvg() | |
{ | |
for(%ii = 0; %ii < $fpsAvgCount; %ii++) | |
{ | |
echo("$fpsArray[" @ %ii @ "] = " @ $fpsArray[%ii]); | |
} | |
} |
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new ShaderData( texRibbonShader ) | |
{ | |
DXVertexShaderFile = "shaders/ribbons/texRibbonShaderV.hlsl"; | |
DXPixelShaderFile = "shaders/ribbons/texRibbonShaderP.hlsl"; | |
pixVersion = 2.0; | |
}; | |
new GFXSamplerStateData(NyanSampler) | |
{ |
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#include "sphereEmitter.h" | |
#include "console/consoleTypes.h" | |
#include "core/stream/bitStream.h" | |
IMPLEMENT_CO_DATABLOCK_V1(SphereEmitterData); | |
static const float sgDefaultEjectionOffset = 0.f; | |
static const float sgDefaultPhiReferenceVel = 0.f; | |
static const float sgDefaultPhiVariance = 360.f; |
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datablock SphereEmitterData(DefaultParticleEmitter) | |
{ | |
}; | |
datablock BillboardRendererData(DefaultParticleRenderer) | |
{ | |
textureName = "core/art/defaultParticle"; | |
}; | |
datablock StickyBehaviour(StickyBHV) |
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expr ::= variable | |
| expr binop expr | |
variable ::= LOCALVAR | GLOBALVAR | |
binop ::= EQUAL | NOTEQUAL | PLUS | MINUS | TIMES | DIVIDE | CONCAT | CONTAB | CONSPC | ASSIGN |
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funcall_expr ::= ID LPAREN expr_list_decl RPAREN | |
| ID COLONCOLON ID LPAREN expr_list_decl RPAREN | |
| expr DOT ID LPAREN expr_list_decl RPAREN |
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bool TSStatic::castRay(const Point3F &start, const Point3F &end, RayInfo* info) | |
{ | |
if ( mCollisionType == None ) | |
return false; | |
if ( !mShapeInstance ) | |
return false; | |
if ( mCollisionType == Bounds ) | |
{ |
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// Sample the scene color. | |
float4 color1 = Texture1.Sample(TextureSampler, input.UV).rgba; | |
float4 color2 = Texture2.Sample(TextureSampler, input.UV).rgba; | |
float a1 = input.UV.x; | |
float a2 = 1-a1; | |
float height = color1.a; | |
float height2 = color2.a; | |
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