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catch:Traceback (most recent call last):\n File \"C:\\pw.test.9.4.0\\social\\handlers.py\", line 486, in onLoggedAction\n return actionHandler.onStart()\n File \"C:\\pw.test.9.4.0\\social\\subaction.py\", line 62, in wrapper\n return method(self, *args, **kwargs)\n File \"C:\\pw.test.9.4.0\\social\\subaction.py\", line 47, in wrapper\n return method(self, *args, **kwargs)\n File \"C:\\pw.test.9.4.0\\social\\logic\\change_fraction.py\", line 37, in onStart\n self.onBuy({ \"code\" : ibilling.ERROR_CODE_OK } )\n File \"C:\\pw.test.9.4.0\\social\\logic\\change_fraction.py\", line 60, in onBuy\n self.changeFraction()\n File \"C:\\pw.test.9.4.0\\social\\logic\\change_fraction.py\", line 146, in changeFraction\n hero.PersistentId = crc32( hero.class_name )\nTypeError: crc32() argument 1 must be string or read-only buffer, not None\n |
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private static int Condition_Dialog_CastleTutorial_Conditions_m11_0( IScriptData data ) | |
{ | |
var Heroes = data.Heroes; | |
var Buildings = data.Buildings; | |
var Lord = data.Lord; | |
int result = 0; | |
foreach(var building in Buildings) | |
{ | |
if(building.PersistentId=="Production_Resource2") | |
{ |
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//Предмет приносящий деньги: | |
var someItem = | |
{ | |
name:"name" | |
... | |
resources: | |
{ | |
gold:5, | |
silver:25, | |
gems:0 |
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controller->Location += gcnew Vector3((A.x-controller->Location.x) * value->Native->X,(A.y-controller->Location.y) * value->Native->Y, controller->Location.z); | |
Где A - Vector3 | |
{ | |
x = (x1+x2+...+xn)/n | |
y = (y1+y2+...+yn)/n | |
z = (z1+z2+...+zn)/n | |
} | |
1..n - члены скалируемой группы объектов |
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void CompositeTransformController::Rotation::set( Quaternion^ value ) | |
{ | |
if( controllers->Length <= 1 || !IsGlobal) | |
{ | |
CQuat native = value->Native; | |
native.Normalize(); | |
for each ( IObjectTransformController^ controller in controllers ) | |
controller->Rotation = gcnew Quaternion( native ); | |
} |
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void Matrix4x4::BuildLookAtMatrix(float posx,float posy,float posz,float eyex,float eyey, float eyez,float upx,float upy, float upz) | |
{ | |
float x[3], y[3], z[3]; | |
float mag; | |
z[0] = eyex - posx; | |
z[1] = eyey - posy; | |
z[2] = eyez - posz; | |
mag = sqrt( z[0]*z[0] + z[1]*z[1] + z[2]*z[2] ); | |
if (mag>.0001) |
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