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| [1] = { | |
| ["children"] = { | |
| [1] = { | |
| ["children"] = { | |
| }, | |
| ["self"] = { | |
| ["Skin"] = 0, | |
| ["UniqueID"] = "ba54180ea3483c80130504bef651b6f9cd2d95c724d16906ff0fc138dd3747c0", | |
| ["NoLighting"] = false, | |
| ["BlendMode"] = "", |
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| --@name Simple Third Person | |
| --@author {toby} (Ported to StarfallEx by Feven Kitsune) | |
| --@client | |
| if player() ~= owner() then | |
| return | |
| end | |
| local DISTANCE = 75 | |
| local POS_X = 30 |
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| --@name FOXTEK Laser Pulser | |
| --@author FOXTEK (FevenKitsune + {Toby}) | |
| --@server | |
| local Laser = class("Laser") | |
| function Laser:initialize(R, Theta, Phi, Color) | |
| self.R = R | |
| self.Theta = Theta | |
| self.Phi = Phi | |
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| --@name FOXTEK SuperCircle Lasers | |
| --@author FOXTEK (Feven Kitsune) | |
| --@server | |
| local function createLaser() | |
| local xSize = 0.15 | |
| local ySize = 0.15 | |
| local length = 2000 | |
| local origin = chip():getPos() | |
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| --@name Snow! | |
| --@author Feven Kitsune | |
| --@client | |
| local emitter = particle.create( chip():getPos(), false) | |
| local size = 100 | |
| local ready = false | |
| local pmax = 100 | |
| if hasPermission("convar") then | |
| pmax = convar.getInt("sf_particles_max") |
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| --@name FOXTEK Circuit Visualizer | |
| --@author FOXTEK (Feven Kitsune) | |
| --@shared | |
| if SERVER then | |
| local svLinks = {} | |
| local function scanRecursivelyEx(ent, alreadyTracked) | |
| if alreadyTracked[ent] then return end | |
| alreadyTracked[ent] = true |
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| --@name WebsocketShellv2 | |
| --@author FevenKitsune | |
| --@shared | |
| --@model models/props_lab/harddrive02.mdl | |
| if SERVER then | |
| --> SERVER CODE <-- | |
| local program_buffer = "" -- Buffer to store outgoing data. | |
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| """ | |
| Finite State Machine Example | |
| A state machine is a programming architecture commonly used to easily produce predictable and reliable code. | |
| https://en.wikipedia.org/wiki/Finite-state_machine | |
| The most important part to producing an FSM is to break your task into distinct states, | |
| with triggers that switch the state your machine is currently in. | |
| This can be modeled with a flowchart. |
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| @name Music Player | |
| @persist Prefix:string Queue:array Video:video Audio:webaudio CurrentlyPlaying | |
| @trigger none | |
| if(first()|dupefinished()){ | |
| Prefix = "??" | |
| function void updateName() { | |
| if(Queue:count() > 0) { | |
| setName("Music Player\n\nCurrently Playing:\n" + Video:title() + "\nQueue:\n" + Queue:concat("\n")) |
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| --@name Cerberus AI System | |
| --@author Feven Kitsune | |
| --@server | |
| local chip = chip() | |
| local hoverHeight = 80 -- How far above the user should the chip follow. Default: 100 | |
| local hoverDistance = 0 -- How far behind the user should the chip follow. Default: -20 | |
| local owner = owner() |
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