17 skills found
SciML / JumpProcesses.jlBuild and simulate jump equations like Gillespie simulations and jump diffusions with constant and state-dependent rates and mix with differential equations and scientific machine learning (SciML)
LRydin / JumpdiffJumpDiff: Non-parametric estimator for Jump-diffusion processes for Python
ariels7801 / Spring5webappThis is the most modern and comprehensive course available for Spring Framework 5 and Spring Boot 2. All source code examples used in this course have been developed using the latest version of the Spring Framework - Spring Framework 5 and Spring Boot 2. In this course, you will build multiple real world applications using Spring Framework 5. You will see how modern Spring Framework development is done by leveraging the features of Spring Boot 2. Jump In and Build a Spring MVC App with Spring Boot! We'll jump right into web development with the Spring Framework. I'll show you how kick off a Spring Boot project by using the Spring Initializr. We will then go step by step to build a simple Book / Author web application. You will see how easy it is to use Spring Boot, Spring MVC, and Spring Data JPA to create a functional web application running under Tomcat with a H2 in-memory database. Use Test Driven Development! In addition to teaching you Spring Framework 5, you will learn about modern best practices used in enterprise application development. As we build the applications, you'll see me using Test Driven Development (TDD) with JUnit and Mockito. Using Mockito mocks keeps your Spring Framework unit tests light and fast! You'll also see how the Spring context can be used for more complex integration tests. These techniques are best practices used by companies all over the world to build and manage large scale Spring Framework applications. GitHub Source Code You will have complete access to all source code examples used in the course. In each lesson where we write code, you will have a link to GitHub with two branches in the Github repository. The first branch is the starting state of the code. The second branch is the ending state of the code. You can see exactly what changed in each lesson. Each step of the way, you have a working example you can use for troubleshooting. In fact, you will get access to 15 (and growing!) different GitHub repositories - each packed with Spring Framework programming examples. And, you're encouraged to fork my GitHub repositories so you can share the Spring Framework applications, which you built, to future employers! Continuous Integration Builds Since we are using GitHub and have great test coverage, I also show you how easy it is to set up Continuous Integration builds with CircleCI. Continuous Integration builds are another best practice used by enterprise developers. Using CircleCI makes your CI builds a snap! Project Lombok We all know Java development can require a lot of boiler plate code. It's just the nature of Java. Would you like to see how to slash your boiler plate code using Project Lombok? Spring Data JPA and Hibernate Spring MVC and Hibernate have long been cornerstones of the Spring Framework. You will learn how to use Spring MVC, Spring Data JPA and Hibernate to build a real world web application. You'll learn about Hibernate configuration, and about the mapping of JPA entities. The Thymeleaf template engine is hugely popular with the Spring community. You will see how easy Spring Boot makes using Thymeleaf with Spring MVC. While Bootstrap CSS is not a focus of the course, we will leverage Bootstrap CSS to make our web pages look awesome! Spring MVC Spring MVC has a lot of robust capabilities. I start you off showing you how to build recipe application (using TDD, of course). Initially, it's all happy path development. We go back and add custom exception handling, form validation, and internationalization. Reactive Programming A big theme of Spring Framework 5 is Reactive Programming. Inside the course we build a web application using Thymeleaf, Spring MVC, Spring Data MongoDB, and MongoDB. We then take the MongoDB application we built and convert it to a Reactive application. You'll see how you can leverage the new Reactive types inside the Spring Framework from the data tier to the web tier. You will get to see step by step how to convert a traditional Spring MVC application to an end to end reactive application using the WebFlux framework - which is brand new to Spring Framework 5. Coming Soon to the Course I plan to add a lot more content to this course! I want this to be your go-to course for becoming a Spring Framework developer. Coming soon to the course in 2017: Building RESTFul APIs with Spring WebFlux (New in Spring Framework 5!) Spring Security Documenting your APIs with RestDoc and Swagger 2 Aspect Oriented Programming Using Spring Events Scheduling Tasks Using JAXB Caching with eHcache Spring JDBC (JDBC Template) Spring RestTemplate JMS Messaging AMQP with RabbitMQ Logging configuration for Logback and Log4J 2 And more real world Spring Framework apps! Message me if there is a topic you'd like to see! Spring Framework 5 GA Release This Spring Framework course is so new, it has been developed using Spring Framework 5 'Release Candidate' releases. Spring Framework 5 went GA (General Availability) in September of 2017. The Spring Boot 2.0 GA release is expected to be in late 2017. All source code examples will get updated as the GA releases of the Spring Framework and Spring Boot become available. Course Updates August 1, 2017 - All source code examples updated to latest release of Spring Framework 5 and Spring Boot 2. Now on Spring Framework 5.0 RC3 and Spring Boot 2.0.0.M3. August 8, 2017 - Added content for internationalization with Spring MVC. Added new section to course for using MySQL with Spring Boot / Spring MVC. Added CircleCI for CI builds. CodeCov (dot) io for test coverage reporting. August 9th, 2017 - Added whole new section course on Spring Data MongoDB. Learn to build a web application using the best of the Spring Framework! August 25th, 2017 - Reactive Programming with Spring Framework 5! Almost two hours of additional content has been added on Reactive Programming and Reactive MongoDB. October 10th, 2017 - 3 hours of new content added for consuming and building RESTFul web services using Spring MVC. This includes using RestTemplate to consume RESTFul services, Spring 5 WebClient to consume RESTFul services using Reactive data types, and new lessons on using MapStruct for data mapping. Course Extra - Spring Boot Cookbook! Inside this course, I'm including a Spring Boot Cookbook. You will have complete examples of using the Spring Framework with popular open source technologies. When you get hired as a Spring Framework developer, you'll have ready made Spring Framework examples! My Spring Boot Cookbook includes example Spring Boot projects for: MongoDB MySQL Postgres Maria DB DB2 Express Neo4J Redis Cassandra ActiveMQ RabbitMQ Course Extra - Learn Docker! Docker is an exciting technology that is on fire right now! As a course extra, I'm including the first 3 sections from my top rated Docker for Java Developers course. You will learn more about what Docker is and how you can deploy and run a Spring Boot application inside a Docker container. For Java developers, Docker really is a game changer! Course Extra - IntelliJ IDEA Ultimate Students enrolling in the course can receive a free 90 day trial license to IntelliJ IDEA Ultimate! Closed Captioning / Subtitles Closed captioning in english is available for all course videos! PDF Downloads All keynote presentations are available for you to download as PDFs. Lifetime Access When you purchase this course, you will receive lifetime access! You can login anytime from anywhere to access the course content. No Risk - Money Back Guarantee You can buy this course with no risk. If you are unhappy with the course, for any reason, you can get a complete refund. The course has a 30 day Money Back Guarantee. Future Proof Your Programming Career There is huge demand for Spring Framework developers. Downloads of Spring Boot are up 425% year over year, while Gartner Research is calling Java EE "Obsolete". The market trends are clear. Popularity for JEE is rapidly declining. The popularity for the Spring Framework is growing. Spring Framework 5 is packed with exciting and innovative new features making it a natural choice for enterprise application development. Future proof your programming career. Start learning how to building modern applications using the Spring Framework and enroll in this course today! ¿Cuáles son los requisitos? Basic Java knowledge is required HTML Knowledge is very helpful Knowledge of SQL and databases is helpful ¿Qué voy a aprender en este curso? Learn the Spring Framework from an instructor who has worked for Pivotal customers as a Spring Source consultant, and has spoken at Spring One Learn step by step how to build applications using Spring Framework 5 and Spring Boot 2 You will be taught using best practices such as SOLID OOP, GitHub, Test Driven Development, and Continuous Integration Testing You will understand how to access data using Hibernate 5 and Spring Data JPA Build an end to end Reactive application with Spring Framework 5 and MongoDB Learn About Reactive Programming with Spring Framework 5 Build web applications using Spring MVC See how to run a Spring Boot application inside a Docker container Get access to a Spring Boot Application Cookbook ¿A quién está dirigido? This course is ideal for Java developers who wish to use the Spring Framework for enterprise application development Ver más
Gabriel1231n2j3n / Hacks Para Krunker// ==UserScript== // @name aimbot gratis para krunker.io // @description Este es el mejor aimbot mod menuq puedas obtener // @version 2.19 // @author Gabriel - // @iconURL 31676a4e532e706e673f7261773d74727565.png // @match *://krunker.io/* // @exclude *://krunker.io/editor* // @exclude *://krunker.io/social* // @run-at document-start // @grant none // @noframes // ==/UserScript== /* eslint-env es6 */ /* eslint-disable no-caller, no-undef, no-loop-func */ var CRC2d = CanvasRenderingContext2D.prototype; var skid, skidStr = [...Array(8)].map(_ => 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ'[~~(Math.random()*52)]).join(''); class Skid { constructor() { skid = this; this.downKeys = new Set(); this.settings = null; this.vars = {}; this.playerMaps = []; this.skinCache = {}; this.inputFrame = 0; this.renderFrame = 0; this.fps = 0; this.lists = { renderESP: { off: "Off", walls: "Walls", twoD: "2d", full: "Full" }, renderChams: { off: "Off", white: "White", blue: "Blue", teal: "Teal", purple: "Purple", green: "Green", yellow: "Yellow", red: "Red", }, autoBhop: { off: "Off", autoJump: "Auto Jump", keyJump: "Key Jump", autoSlide: "Auto Slide", keySlide: "Key Slide" }, autoAim: { off: "Off", correction: "Aim Correction", assist: "Legit Aim Assist", easyassist: "Easy Aim Assist", silent: "Silent Aim", trigger: "Trigger Bot", quickScope: "Quick Scope" }, audioStreams: { off: 'Off', _2000s: 'General German/English', _HipHopRNB: 'Hip Hop / RNB', _Oldskool: 'Hip Hop Oldskool', _Country: 'Country', _Pop: 'Pop', _Dance: 'Dance', _Dubstep: 'DubStep', _Lowfi: 'LoFi HipHop', _Jazz: 'Jazz', _Oldies: 'Golden Oldies', _Club: 'Club', _Folk: 'Folk', _ClassicRock: 'Classic Rock', _Metal: 'Heavy Metal', _DeathMetal: 'Death Metal', _Classical: 'Classical', _Alternative: 'Alternative', }, } this.consts = { twoPI: Math.PI * 2, halfPI: Math.PI / 2, playerHeight: 11, cameraHeight: 1.5, headScale: 2, armScale: 1.3, armInset: 0.1, chestWidth: 2.6, hitBoxPad: 1, crouchDst: 3, recoilMlt: 0.3, nameOffset: 0.6, nameOffsetHat: 0.8, }; this.key = { frame: 0, delta: 1, xdir: 2, ydir: 3, moveDir: 4, shoot: 5, scope: 6, jump: 7, reload: 8, crouch: 9, weaponScroll: 10, weaponSwap: 11, moveLock: 12 }; this.css = { noTextShadows: `*, .button.small, .bigShadowT { text-shadow: none !important; }`, hideAdverts: `#aMerger, #endAMerger { display: none !important }`, hideSocials: `.headerBarRight > .verticalSeparator, .imageButton { display: none }`, cookieButton: `#onetrust-consent-sdk { display: none !important }`, newsHolder: `#newsHolder { display: none !important }`, }; this.isProxy = Symbol("isProxy"); this.spinTimer = 1800; let wait = setInterval(_ => { this.head = document.head||document.getElementsByTagName('head')[0] if (this.head) { clearInterval(wait); Object.entries(this.css).forEach(entry => { this.css[entry[0]] = this.createElement("style", entry[1]); }) this.onLoad(); } }, 100); } canStore() { return this.isDefined(Storage); } saveVal(name, val) { if (this.canStore()) localStorage.setItem("kro_utilities_"+name, val); } deleteVal(name) { if (this.canStore()) localStorage.removeItem("kro_utilities_"+name); } getSavedVal(name) { if (this.canStore()) return localStorage.getItem("kro_utilities_"+name); return null; } isType(item, type) { return typeof item === type; } isDefined(object) { return !this.isType(object, "undefined") && object !== null; } isNative(fn) { return (/^function\s*[a-z0-9_\$]*\s*\([^)]*\)\s*\{\s*\[native code\]\s*\}/i).test('' + fn) } getStatic(s, d) { return this.isDefined(s) ? s : d } crossDomain(url) { return "https://crossorigin.me/" + url; } async waitFor(test, timeout_ms = 20000, doWhile = null) { let sleep = (ms) => new Promise((resolve) => setTimeout(resolve, ms)); return new Promise(async (resolve, reject) => { if (typeof timeout_ms != "number") reject("Timeout argument not a number in waitFor(selector, timeout_ms)"); let result, freq = 100; while (result === undefined || result === false || result === null || result.length === 0) { if (doWhile && doWhile instanceof Function) doWhile(); if (timeout_ms % 1000 < freq) console.log("waiting for: ", test); if ((timeout_ms -= freq) < 0) { console.log( "Timeout : ", test ); resolve(false); return; } await sleep(freq); result = typeof test === "string" ? Function(test)() : test(); } console.log("Passed : ", test); resolve(result); }); }; createSettings() { this.settings = { //Rendering showSkidBtn: { pre: "<div class='setHed'>Rendering</div>", name: "Show Skid Button", val: true, html: () => this.generateSetting("checkbox", "showSkidBtn", this), set: (value, init) => { let button = document.getElementById("mainButton"); if (!button) { button = this.createButton("5k1D", "https://i.imgur.com/1tWAEJx.gif", this.toggleMenu, value) } else button.style.display = value ? "inherit" : "none"; } }, hideAdverts: { name: "Hide Advertisments", val: true, html: () => this.generateSetting("checkbox", "hideAdverts", this), set: (value, init) => { if (value) this.head.appendChild(this.css.hideAdverts) else if (!init) this.css.hideAdverts.remove() } }, hideStreams: { name: "Hide Streams", val: false, html: () => this.generateSetting("checkbox", "hideStreams", this), set: (value) => { window.streamContainer.style.display = value ? "none" : "inherit" } }, hideMerch: { name: "Hide Merch", val: false, html: () => this.generateSetting("checkbox", "hideMerch", this), set: value => { window.merchHolder.style.display = value ? "none" : "inherit" } }, hideNewsConsole: { name: "Hide News Console", val: false, html: () => this.generateSetting("checkbox", "hideNewsConsole", this), set: value => { window.newsHolder.style.display = value ? "none" : "inherit" } }, hideCookieButton: { name: "Hide Security Manage Button", val: false, html: () => this.generateSetting("checkbox", "hideCookieButton", this), set: value => { window['onetrust-consent-sdk'].style.display = value ? "none" : "inherit" } }, noTextShadows: { name: "Remove Text Shadows", val: false, html: () => this.generateSetting("checkbox", "noTextShadows", this), set: (value, init) => { if (value) this.head.appendChild(this.css.noTextShadows) else if (!init) this.css.noTextShadows.remove() } }, customCSS: { name: "Custom CSS", val: "", html: () => this.generateSetting("url", "customCSS", "URL to CSS file"), resources: { css: document.createElement("link") }, set: (value, init) => { if (value.startsWith("http")&&value.endsWith(".css")) { //let proxy = 'https://cors-anywhere.herokuapp.com/'; this.settings.customCSS.resources.css.href = value } if (init) { this.settings.customCSS.resources.css.rel = "stylesheet" try { this.head.appendChild(this.settings.customCSS.resources.css) } catch(e) { alert(e) this.settings.customCSS.resources.css = null } } } }, renderESP: { name: "Player ESP Type", val: "off", html: () => this.generateSetting("select", "renderESP", this.lists.renderESP), }, renderTracers: { name: "Player Tracers", val: false, html: () => this.generateSetting("checkbox", "renderTracers"), }, rainbowColor: { name: "Rainbow ESP", val: false, html: () => this.generateSetting("checkbox", "rainbowColor"), }, renderChams: { name: "Player Chams", val: "off", html: () => this.generateSetting( "select", "renderChams", this.lists.renderChams ), }, renderWireFrame: { name: "Player Wireframe", val: false, html: () => this.generateSetting("checkbox", "renderWireFrame"), }, customBillboard: { name: "Custom Billboard Text", val: "", html: () => this.generateSetting( "text", "customBillboard", "Custom Billboard Text" ), }, //Weapon autoReload: { pre: "<br><div class='setHed'>Weapon</div>", name: "Auto Reload", val: false, html: () => this.generateSetting("checkbox", "autoReload"), }, autoAim: { name: "Auto Aim Type", val: "off", html: () => this.generateSetting("select", "autoAim", this.lists.autoAim), }, frustrumCheck: { name: "Line of Sight Check", val: false, html: () => this.generateSetting("checkbox", "frustrumCheck"), }, wallPenetrate: { name: "Aim through Penetratables", val: false, html: () => this.generateSetting("checkbox", "wallPenetrate"), }, weaponZoom: { name: "Weapon Zoom", val: 1.0, min: 0, max: 50.0, step: 0.01, html: () => this.generateSetting("slider", "weaponZoom"), set: (value) => { if (this.renderer) this.renderer.adsFovMlt = value;} }, weaponTrails: { name: "Weapon Trails", val: false, html: () => this.generateSetting("checkbox", "weaponTrails"), set: (value) => { if (this.me) this.me.weapon.trail = value;} }, //Player autoBhop: { pre: "<br><div class='setHed'>Player</div>", name: "Auto Bhop Type", val: "off", html: () => this.generateSetting("select", "autoBhop", this.lists.autoBhop), }, thirdPerson: { name: "Third Person", val: false, html: () => this.generateSetting("checkbox", "thirdPerson"), set: (value, init) => { if (value) this.thirdPerson = 1; else if (!init) this.thirdPerson = undefined; } }, skinUnlock: { name: "Unlock Skins", val: false, html: () => this.generateSetting("checkbox", "skinUnlock", this), }, //GamePlay disableWpnSnd: { pre: "<br><div class='setHed'>GamePlay</div>", name: "Disable Players Weapon Sounds", val: false, html: () => this.generateSetting("checkbox", "disableWpnSnd", this), }, disableHckSnd: { name: "Disable Hacker Fart Sounds", val: false, html: () => this.generateSetting("checkbox", "disableHckSnd", this), }, autoActivateNuke: { name: "Auto Activate Nuke", val: false, html: () => this.generateSetting("checkbox", "autoActivateNuke", this), }, autoFindNew: { name: "New Lobby Finder", val: false, html: () => this.generateSetting("checkbox", "autoFindNew", this), }, autoClick: { name: "Auto Start Game", val: false, html: () => this.generateSetting("checkbox", "autoClick", this), }, inActivity: { name: "No InActivity Kick", val: true, html: () => this.generateSetting("checkbox", "autoClick", this), }, //Radio Stream Player playStream: { pre: "<br><div class='setHed'>Radio Stream Player</div>", name: "Stream Select", val: "off", html: () => this.generateSetting("select", "playStream", this.lists.audioStreams), set: (value) => { if (value == "off") { if ( this.settings.playStream.audio ) { this.settings.playStream.audio.pause(); this.settings.playStream.audio.currentTime = 0; this.settings.playStream.audio = null; } return; } let url = this.settings.playStream.urls[value]; if (!this.settings.playStream.audio) { this.settings.playStream.audio = new Audio(url); this.settings.playStream.audio.volume = this.settings.audioVolume.val||0.5 } else { this.settings.playStream.audio.src = url; } this.settings.playStream.audio.load(); this.settings.playStream.audio.play(); }, urls: { _2000s: 'http://0n-2000s.radionetz.de/0n-2000s.aac', _HipHopRNB: 'https://stream-mixtape-geo.ntslive.net/mixtape2', _Country: 'https://live.wostreaming.net/direct/wboc-waaifmmp3-ibc2', _Dance: 'http://streaming.radionomy.com/A-RADIO-TOP-40', _Pop: 'http://bigrradio.cdnstream1.com/5106_128', _Jazz: 'http://strm112.1.fm/ajazz_mobile_mp3', _Oldies: 'http://strm112.1.fm/60s_70s_mobile_mp3', _Club: 'http://strm112.1.fm/club_mobile_mp3', _Folk: 'https://freshgrass.streamguys1.com/irish-128mp3', _ClassicRock: 'http://1a-classicrock.radionetz.de/1a-classicrock.mp3', _Metal: 'http://streams.radiobob.de/metalcore/mp3-192', _DeathMetal: 'http://stream.laut.fm/beatdownx', _Classical: 'http://live-radio01.mediahubaustralia.com/FM2W/aac/', _Alternative: 'http://bigrradio.cdnstream1.com/5187_128', _Dubstep: 'http://streaming.radionomy.com/R1Dubstep?lang=en', _Lowfi: 'http://streams.fluxfm.de/Chillhop/mp3-256', _Oldskool: 'http://streams.90s90s.de/hiphop/mp3-128/', }, audio: null, }, audioVolume: { name: "Radio Volume", val: 0.5, min: 0, max: 1, step: 0.01, html: () => this.generateSetting("slider", "audioVolume"), set: (value) => { if (this.settings.playStream.audio) this.settings.playStream.audio.volume = value;} }, }; // Inject Html let waitForWindows = setInterval(_ => { if (window.windows) { const menu = window.windows[11]; menu.header = "Settings"; menu.gen = _ => { var tmpHTML = `<div style='text-align:center'> <a onclick='window.open("https://skidlamer.github.io/")' class='menuLink'>SkidFest Settings</center></a> <hr> </div>`; for (const key in this.settings) { if (this.settings[key].pre) tmpHTML += this.settings[key].pre; tmpHTML += "<div class='settName' id='" + key + "_div' style='display:" + (this.settings[key].hide ? 'none' : 'block') + "'>" + this.settings[key].name + " " + this.settings[key].html() + "</div>"; } tmpHTML += `<br><hr><a onclick='${skidStr}.resetSettings()' class='menuLink'>Reset Settings</a> | <a onclick='${skidStr}.saveScript()' class='menuLink'>Save GameScript</a>` return tmpHTML; }; clearInterval(waitForWindows); //this.createButton("5k1D", "https://i.imgur.com/1tWAEJx.gif", this.toggleMenu) } }, 100); // setupSettings for (const key in this.settings) { this.settings[key].def = this.settings[key].val; if (!this.settings[key].disabled) { let tmpVal = this.getSavedVal(key); this.settings[key].val = tmpVal !== null ? tmpVal : this.settings[key].val; if (this.settings[key].val == "false") this.settings[key].val = false; if (this.settings[key].val == "true") this.settings[key].val = true; if (this.settings[key].val == "undefined") this.settings[key].val = this.settings[key].def; if (this.settings[key].set) this.settings[key].set(this.settings[key].val, true); } } } generateSetting(type, name, extra) { switch (type) { case 'checkbox': return `<label class="switch"><input type="checkbox" onclick="${skidStr}.setSetting('${name}', this.checked)" ${this.settings[name].val ? 'checked' : ''}><span class="slider"></span></label>`; case 'slider': return `<span class='sliderVal' id='slid_utilities_${name}'>${this.settings[name].val}</span><div class='slidecontainer'><input type='range' min='${this.settings[name].min}' max='${this.settings[name].max}' step='${this.settings[name].step}' value='${this.settings[name].val}' class='sliderM' oninput="${skidStr}.setSetting('${name}', this.value)"></div>` case 'select': { let temp = `<select onchange="${skidStr}.setSetting(\x27${name}\x27, this.value)" class="inputGrey2">`; for (let option in extra) { temp += '<option value="' + option + '" ' + (option == this.settings[name].val ? 'selected' : '') + '>' + extra[option] + '</option>'; } temp += '</select>'; return temp; } default: return `<input type="${type}" name="${type}" id="slid_utilities_${name}"\n${'color' == type ? 'style="float:right;margin-top:5px"' : `class="inputGrey2" placeholder="${extra}"`}\nvalue="${this.settings[name].val}" oninput="${skidStr}.setSetting(\x27${name}\x27, this.value)"/>`; } } resetSettings() { if (confirm("Are you sure you want to reset all your settings? This will also refresh the page")) { Object.keys(localStorage).filter(x => x.includes("kro_utilities_")).forEach(x => localStorage.removeItem(x)); location.reload(); } } setSetting(t, e) { this.settings[t].val = e; this.saveVal(t, e); if (document.getElementById(`slid_utilities_${t}`)) document.getElementById(`slid_utilities_${t}`).innerHTML = e; if (this.settings[t].set) this.settings[t].set(e); } createObserver(elm, check, callback, onshow = true) { return new MutationObserver((mutationsList, observer) => { if (check == 'src' || onshow && mutationsList[0].target.style.display == 'block' || !onshow) { callback(mutationsList[0].target); } }).observe(elm, check == 'childList' ? {childList: true} : {attributes: true, attributeFilter: [check]}); } createListener(elm, type, callback = null) { if (!this.isDefined(elm)) { alert("Failed creating " + type + "listener"); return } elm.addEventListener(type, event => callback(event)); } createElement(element, attribute, inner) { if (!this.isDefined(element)) { return null; } if (!this.isDefined(inner)) { inner = ""; } let el = document.createElement(element); if (this.isType(attribute, 'object')) { for (let key in attribute) { el.setAttribute(key, attribute[key]); } } if (!Array.isArray(inner)) { inner = [inner]; } for (let i = 0; i < inner.length; i++) { if (inner[i].tagName) { el.appendChild(inner[i]); } else { el.appendChild(document.createTextNode(inner[i])); } } return el; } createButton(name, iconURL, fn, visible) { visible = visible ? "inherit":"none"; let menu = document.querySelector("#menuItemContainer"); let icon = this.createElement("div",{"class":"menuItemIcon", "style":`background-image:url("${iconURL}");display:inherit;`}); let title= this.createElement("div",{"class":"menuItemTitle", "style":`display:inherit;`}, name); let host = this.createElement("div",{"id":"mainButton", "class":"menuItem", "onmouseenter":"playTick()", "onclick":"showWindow(12)", "style":`display:${visible};`},[icon, title]); if (menu) menu.append(host) } objectHas(obj, arr) { return arr.some(prop => obj.hasOwnProperty(prop)); } getVersion() { const elems = document.getElementsByClassName('terms'); const version = elems[elems.length - 1].innerText; return version; } saveAs(name, data) { let blob = new Blob([data], {type: 'text/plain'}); let el = window.document.createElement("a"); el.href = window.URL.createObjectURL(blob); el.download = name; window.document.body.appendChild(el); el.click(); window.document.body.removeChild(el); } saveScript() { this.fetchScript().then(script => { this.saveAs("game_" + this.getVersion() + ".js", script) }) } isKeyDown(key) { return this.downKeys.has(key); } simulateKey(keyCode) { var oEvent = document.createEvent('KeyboardEvent'); // Chromium Hack Object.defineProperty(oEvent, 'keyCode', { get : function() { return this.keyCodeVal; } }); Object.defineProperty(oEvent, 'which', { get : function() { return this.keyCodeVal; } }); if (oEvent.initKeyboardEvent) { oEvent.initKeyboardEvent("keypress", true, true, document.defaultView, keyCode, keyCode, "", "", false, ""); } else { oEvent.initKeyEvent("keypress", true, true, document.defaultView, false, false, false, false, keyCode, 0); } oEvent.keyCodeVal = keyCode; if (oEvent.keyCode !== keyCode) { alert("keyCode mismatch " + oEvent.keyCode + "(" + oEvent.which + ")"); } document.body.dispatchEvent(oEvent); } toggleMenu() { let lock = document.pointerLockElement || document.mozPointerLockElement; if (lock) document.exitPointerLock(); window.showWindow(12); if (this.isDefined(window.SOUND)) window.SOUND.play(`tick_0`,0.1) } onLoad() { this.createSettings(); this.createObservers(); this.waitFor(_=>this.isDefined(this.exports)).then(_=> { if (!this.isDefined(this.exports)) { alert("This Mod Needs To Be Updated Please Try Agian Later"); return; } //console.dir(this.exports); let toFind = { overlay: ["render", "canvas"], config: ["accAnnounce", "availableRegions", "assetCat"], three: ["ACESFilmicToneMapping", "TextureLoader", "ObjectLoader"], ws: ["socketReady", "ingressPacketCount", "ingressPacketCount", "egressDataSize"], utility: ["VectorAdd", "VectorAngleSign"], //colors: ["challLvl", "getChallCol"], //ui: ["showEndScreen", "toggleControlUI", "toggleEndScreen", "updatePlayInstructions"], //events: ["actions", "events"], } for (let rootKey in this.exports) { let exp = this.exports[rootKey].exports; for (let name in toFind) { if (this.objectHas(exp, toFind[name])) { console.log("Found Export ", name); delete toFind[name]; this[name] = exp; } } } if (!(Object.keys(toFind).length === 0 && toFind.constructor === Object)) { for (let name in toFind) { alert("Failed To Find Export " + name); } } else { Object.defineProperty(this.config, "nameVisRate", { value: 0, writable: false, configurable: true, }) this.ctx = this.overlay.canvas.getContext('2d'); this.overlay.render = new Proxy(this.overlay.render, { apply: function(target, that, args) { return [target.apply(that, args), render.apply(that, args)] } }) function render(scale, game, controls, renderer, me) { let width = skid.overlay.canvas.width / scale; let height = skid.overlay.canvas.height / scale; const renderArgs = [scale, game, controls, renderer, me]; if (renderArgs && void 0 !== skid) { ["scale", "game", "controls", "renderer", "me"].forEach((item, index)=>{ skid[item] = renderArgs[index]; }); if (me) { skid.ctx.save(); skid.ctx.scale(scale, scale); //this.ctx.clearRect(0, 0, width, height); skid.onRender(); //window.requestAnimationFrame.call(window, renderArgs.callee.caller.bind(this)); skid.ctx.restore(); } if(skid.settings && skid.settings.autoClick.val && window.endUI.style.display == "none" && window.windowHolder.style.display == "none") { controls.toggle(true); } } } // Skins const $skins = Symbol("skins"); Object.defineProperty(Object.prototype, "skins", { set: function(fn) { this[$skins] = fn; if (void 0 == this.localSkins || !this.localSkins.length) { this.localSkins = Array.apply(null, Array(5e3)).map((x, i) => { return { ind: i, cnt: 0x1, } }) } return fn; }, get: function() { return skid.settings.skinUnlock.val && this.stats ? this.localSkins : this[$skins]; } }) this.waitFor(_=>this.ws.connected === true, 40000).then(_=> { this.ws.__event = this.ws._dispatchEvent.bind(this.ws); this.ws.__send = this.ws.send.bind(this.ws); this.ws.send = new Proxy(this.ws.send, { apply: function(target, that, args) { if (args[0] == "ah2") return; try { var original_fn = Function.prototype.apply.apply(target, [that, args]); } catch (e) { e.stack = e.stack = e.stack.replace(/\n.*Object\.apply.*/, ''); throw e; } if (args[0] === "en") { skid.skinCache = { main: args[1][2][0], secondary: args[1][2][1], hat: args[1][3], body: args[1][4], knife: args[1][9], dye: args[1][14], waist: args[1][17], } } return original_fn; } }) this.ws._dispatchEvent = new Proxy(this.ws._dispatchEvent, { apply: function(target, that, [type, event]) { if (type =="init") { if(event[10] && event[10].length && event[10].bill && skid.settings.customBillboard.val.length > 1) { event[10].bill.txt = skid.settings.customBillboard.val; } } if (skid.settings.skinUnlock.val && skid.skinCache && type === "0") { let skins = skid.skinCache; let pInfo = event[0]; let pSize = 38; while (pInfo.length % pSize !== 0) pSize++; for(let i = 0; i < pInfo.length; i += pSize) { if (pInfo[i] === skid.ws.socketId||0) { pInfo[i + 12] = [skins.main, skins.secondary]; pInfo[i + 13] = skins.hat; pInfo[i + 14] = skins.body; pInfo[i + 19] = skins.knife; pInfo[i + 24] = skins.dye; pInfo[i + 33] = skins.waist; } } } return target.apply(that, arguments[2]); } }) }) if (this.isDefined(window.SOUND)) { window.SOUND.play = new Proxy(window.SOUND.play, { apply: function(target, that, [src, vol, loop, rate]) { if ( src.startsWith("fart_") && skid.settings.disableHckSnd.val ) return; return target.apply(that, [src, vol, loop, rate]); } }) } AudioParam.prototype.setValueAtTime = new Proxy(AudioParam.prototype.setValueAtTime, { apply: function(target, that, [value, startTime]) { return target.apply(that, [value, 0]); } }) this.rayC = new this.three.Raycaster(); this.vec2 = new this.three.Vector2(0, 0); } }) } gameJS(script) { let entries = { // Deobfu inView: { regex: /(\w+\['(\w+)']\){if\(\(\w+=\w+\['\w+']\['position']\['clone']\(\))/, index: 2 }, spectating: { regex: /\['team']:window\['(\w+)']/, index: 1 }, //inView: { regex: /\]\)continue;if\(!\w+\['(.+?)\']\)continue;/, index: 1 }, //canSee: { regex: /\w+\['(\w+)']\(\w+,\w+\['x'],\w+\['y'],\w+\['z']\)\)&&/, index: 1 }, //procInputs: { regex: /this\['(\w+)']=function\((\w+),(\w+),\w+,\w+\){(this)\['recon']/, index: 1 }, aimVal: { regex: /this\['(\w+)']-=0x1\/\(this\['weapon']\['\w+']\/\w+\)/, index: 1 }, pchObjc: { regex: /0x0,this\['(\w+)']=new \w+\['Object3D']\(\),this/, index: 1 }, didShoot: { regex: /--,\w+\['(\w+)']=!0x0/, index: 1 }, nAuto: { regex: /'Single\\x20Fire','varN':'(\w+)'/, index: 1 }, crouchVal: { regex: /this\['(\w+)']\+=\w\['\w+']\*\w+,0x1<=this\['\w+']/, index: 1 }, recoilAnimY: { regex: /\+\(-Math\['PI']\/0x4\*\w+\+\w+\['(\w+)']\*\w+\['\w+']\)\+/, index: 1 }, //recoilAnimY: { regex: /this\['recoilAnim']=0x0,this\[(.*?\(''\))]/, index: 1 }, ammos: { regex: /\['length'];for\(\w+=0x0;\w+<\w+\['(\w+)']\['length']/, index: 1 }, weaponIndex: { regex: /\['weaponConfig']\[\w+]\['secondary']&&\(\w+\['(\w+)']==\w+/, index: 1 }, isYou: { regex: /0x0,this\['(\w+)']=\w+,this\['\w+']=!0x0,this\['inputs']/, index: 1 }, objInstances: { regex: /\w+\['\w+']\(0x0,0x0,0x0\);if\(\w+\['(\w+)']=\w+\['\w+']/, index: 1 }, getWorldPosition: { regex: /{\w+=\w+\['camera']\['(\w+)']\(\);/, index: 1 }, //mouseDownL: { regex: /this\['\w+'\]=function\(\){this\['(\w+)'\]=\w*0,this\['(\w+)'\]=\w*0,this\['\w+'\]={}/, index: 1 }, mouseDownR: { regex: /this\['(\w+)']=0x0,this\['keys']=/, index: 1 }, //reloadTimer: { regex: /this\['(\w+)']&&\(\w+\['\w+']\(this\),\w+\['\w+']\(this\)/, index: 1 }, maxHealth: { regex: /this\['health']\/this\['(\w+)']\?/, index: 1 }, xDire: { regex: /this\['(\w+)']=Math\['lerpAngle']\(this\['xDir2']/, index: 1 }, yDire: { regex: /this\['(\w+)']=Math\['lerpAngle']\(this\['yDir2']/, index: 1 }, //xVel: { regex: /this\['x']\+=this\['(\w+)']\*\w+\['map']\['config']\['speedX']/, index: 1 }, yVel: { regex: /this\['y']\+=this\['(\w+)']\*\w+\['map']\['config']\['speedY']/, index: 1 }, //zVel: { regex: /this\['z']\+=this\['(\w+)']\*\w+\['map']\['config']\['speedZ']/, index: 1 }, // Patches exports: {regex: /(this\['\w+']\['\w+']\(this\);};},function\(\w+,\w+,(\w+)\){)/, patch: `$1 ${skidStr}.exports=$2.c; ${skidStr}.modules=$2.m;`}, inputs: {regex: /(\w+\['\w+']\[\w+\['\w+']\['\w+']\?'\w+':'push']\()(\w+)\),/, patch: `$1${skidStr}.onInput($2)),`}, inView: {regex: /&&(\w+\['\w+'])\){(if\(\(\w+=\w+\['\w+']\['\w+']\['\w+'])/, patch: `){if(!$1&&void 0 !== ${skidStr}.nameTags)continue;$2`}, thirdPerson:{regex: /(\w+)\[\'config\'\]\[\'thirdPerson\'\]/g, patch: `void 0 !== ${skidStr}.thirdPerson`}, isHacker:{regex: /(window\['\w+']=)!0x0\)/, patch: `$1!0x1)`}, fixHowler:{regex: /(Howler\['orientation'](.+?)\)\),)/, patch: ``}, respawnT:{regex: /'\w+':0x3e8\*/g, patch: `'respawnT':0x0*`}, anticheat1:{regex: /&&\w+\(\),window\['utilities']&&\(\w+\(null,null,null,!0x0\),\w+\(\)\)/, patch: ""}, anticheat2:{regex: /(\[]instanceof Array;).*?(var)/, patch: "$1 $2"}, anticheat3:{regex: /windows\['length'\]>\d+.*?0x25/, patch: `0x25`}, commandline:{regex: /Object\['defineProperty']\(console.*?\),/, patch: ""}, writeable:{regex: /'writeable':!0x1/g, patch: "writeable:true"}, configurable:{regex: /'configurable':!0x1/g, patch: "configurable:true"}, typeError:{regex: /throw new TypeError/g, patch: "console.error"}, error:{regex: /throw new Error/g, patch: "console.error"}, }; for(let name in entries) { let object = entries[name]; let found = object.regex.exec(script); if (object.hasOwnProperty('index')) { if (!found) { object.val = null; alert("Failed to Find " + name); } else { object.val = found[object.index]; console.log ("Found ", name, ":", object.val); } Object.defineProperty(skid.vars, name, { configurable: false, value: object.val }); } else if (found) { script = script.replace(object.regex, object.patch); console.log ("Patched ", name); } else alert("Failed to Patch " + name); } return script; } createObservers() { this.createObserver(window.instructionsUpdate, 'style', (target) => { if (this.settings.autoFindNew.val) { console.log(target) if (['Kicked', 'Banned', 'Disconnected', 'Error', 'Game is full'].some(text => target && target.innerHTML.includes(text))) { location = document.location.origin; } } }); this.createListener(document, "keyup", event => { if (this.downKeys.has(event.code)) this.downKeys.delete(event.code) }) this.createListener(document, "keydown", event => { if (event.code == "F1") { event.preventDefault(); this.toggleMenu(); } if ('INPUT' == document.activeElement.tagName || !window.endUI && window.endUI.style.display) return; switch (event.code) { case 'NumpadSubtract': document.exitPointerLock(); //console.log(document.exitPointerLock) console.dirxml(this) break; default: if (!this.downKeys.has(event.code)) this.downKeys.add(event.code); break; } }) this.createListener(document, "mouseup", event => { switch (event.button) { case 1: event.preventDefault(); this.toggleMenu(); break; default: break; } }) } onRender() { /* hrt / ttap - https://github.com/hrt */ this.renderFrame ++; if (this.renderFrame >= 100000) this.renderFrame = 0; let scaledWidth = this.ctx.canvas.width / this.scale; let scaledHeight = this.ctx.canvas.height / this.scale; let playerScale = (2 * this.consts.armScale + this.consts.chestWidth + this.consts.armInset) / 2 let worldPosition = this.renderer.camera[this.vars.getWorldPosition](); let espVal = this.settings.renderESP.val; if (espVal ==="walls"||espVal ==="twoD") this.nameTags = undefined; else this.nameTags = true; if (this.settings.autoActivateNuke.val && this.me && Object.keys(this.me.streaks).length) { /*chonker*/ this.ws.__send("k", 0); } if (espVal !== "off") { this.overlay.healthColE = this.settings.rainbowColor.val ? this.overlay.rainbow.col : "#eb5656"; } for (let iter = 0, length = this.game.players.list.length; iter < length; iter++) { let player = this.game.players.list[iter]; if (player[this.vars.isYou] || !player.active || !this.isDefined(player[this.vars.objInstances]) || this.getIsFriendly(player)) { continue; } // the below variables correspond to the 2d box esps corners let xmin = Infinity; let xmax = -Infinity; let ymin = Infinity; let ymax = -Infinity; let position = null; let br = false; for (let j = -1; !br && j < 2; j+=2) { for (let k = -1; !br && k < 2; k+=2) { for (let l = 0; !br && l < 2; l++) { if (position = player[this.vars.objInstances].position.clone()) { position.x += j * playerScale; position.z += k * playerScale; position.y += l * (player.height - player[this.vars.crouchVal] * this.consts.crouchDst); if (!this.containsPoint(position)) { br = true; break; } position.project(this.renderer.camera); xmin = Math.min(xmin, position.x); xmax = Math.max(xmax, position.x); ymin = Math.min(ymin, position.y); ymax = Math.max(ymax, position.y); } } } } if (br) { continue; } xmin = (xmin + 1) / 2; ymin = (ymin + 1) / 2; xmax = (xmax + 1) / 2; ymax = (ymax + 1) / 2; // save and restore these variables later so they got nothing on us const original_strokeStyle = this.ctx.strokeStyle; const original_lineWidth = this.ctx.lineWidth; const original_font = this.ctx.font; const original_fillStyle = this.ctx.fillStyle; //Tracers if (this.settings.renderTracers.val) { CRC2d.save.apply(this.ctx, []); let screenPos = this.world2Screen(player[this.vars.objInstances].position); this.ctx.lineWidth = 4.5; this.ctx.beginPath(); this.ctx.moveTo(this.ctx.canvas.width/2, this.ctx.canvas.height - (this.ctx.canvas.height - scaledHeight)); this.ctx.lineTo(screenPos.x, screenPos.y); this.ctx.strokeStyle = "rgba(0, 0, 0, 0.25)"; this.ctx.stroke(); this.ctx.lineWidth = 2.5; this.ctx.strokeStyle = this.settings.rainbowColor.val ? this.overlay.rainbow.col : "#eb5656" this.ctx.stroke(); CRC2d.restore.apply(this.ctx, []); } CRC2d.save.apply(this.ctx, []); if (espVal == "twoD" || espVal == "full") { // perfect box esp this.ctx.lineWidth = 5; this.ctx.strokeStyle = this.settings.rainbowColor.val ? this.overlay.rainbow.col : "#eb5656" let distanceScale = Math.max(.3, 1 - this.getD3D(worldPosition.x, worldPosition.y, worldPosition.z, player.x, player.y, player.z) / 600); CRC2d.scale.apply(this.ctx, [distanceScale, distanceScale]); let xScale = scaledWidth / distanceScale; let yScale = scaledHeight / distanceScale; CRC2d.beginPath.apply(this.ctx, []); ymin = yScale * (1 - ymin); ymax = yScale * (1 - ymax); xmin = xScale * xmin; xmax = xScale * xmax; CRC2d.moveTo.apply(this.ctx, [xmin, ymin]); CRC2d.lineTo.apply(this.ctx, [xmin, ymax]); CRC2d.lineTo.apply(this.ctx, [xmax, ymax]); CRC2d.lineTo.apply(this.ctx, [xmax, ymin]); CRC2d.lineTo.apply(this.ctx, [xmin, ymin]); CRC2d.stroke.apply(this.ctx, []); if (espVal == "full") { // health bar this.ctx.fillStyle = "#000000"; let barMaxHeight = ymax - ymin; CRC2d.fillRect.apply(this.ctx, [xmin - 7, ymin, -10, barMaxHeight]); this.ctx.fillStyle = player.health > 75 ? "green" : player.health > 40 ? "orange" : "red"; CRC2d.fillRect.apply(this.ctx, [xmin - 7, ymin, -10, barMaxHeight * (player.health / player[this.vars.maxHealth])]); // info this.ctx.font = "48px Sans-serif"; this.ctx.fillStyle = "white"; this.ctx.strokeStyle='black'; this.ctx.lineWidth = 1; let x = xmax + 7; let y = ymax; CRC2d.fillText.apply(this.ctx, [player.name||player.alias, x, y]); CRC2d.strokeText.apply(this.ctx, [player.name||player.alias, x, y]); this.ctx.font = "30px Sans-serif"; y += 35; CRC2d.fillText.apply(this.ctx, [player.weapon.name, x, y]); CRC2d.strokeText.apply(this.ctx, [player.weapon.name, x, y]); y += 35; CRC2d.fillText.apply(this.ctx, [player.health + ' HP', x, y]); CRC2d.strokeText.apply(this.ctx, [player.health + ' HP', x, y]); } } CRC2d.restore.apply(this.ctx, []); this.ctx.strokeStyle = original_strokeStyle; this.ctx.lineWidth = original_lineWidth; this.ctx.font = original_font; this.ctx.fillStyle = original_fillStyle; // skelly chams if (this.isDefined(player[this.vars.objInstances])) { let obj = player[this.vars.objInstances]; if (!obj.visible) { Object.defineProperty(player[this.vars.objInstances], 'visible', { value: true, writable: false }); } obj.traverse((child) => { let chamColor = this.settings.renderChams.val; let chamsEnabled = chamColor !== "off"; if (child && child.type == "Mesh" && child.material) { child.material.depthTest = chamsEnabled ? false : true; //if (this.isDefined(child.material.fog)) child.material.fog = chamsEnabled ? false : true; if (child.material.emissive) { child.material.emissive.r = chamColor == 'off' || chamColor == 'teal' || chamColor == 'green' || chamColor == 'blue' ? 0 : 0.55; child.material.emissive.g = chamColor == 'off' || chamColor == 'purple' || chamColor == 'blue' || chamColor == 'red' ? 0 : 0.55; child.material.emissive.b = chamColor == 'off' || chamColor == 'yellow' || chamColor == 'green' || chamColor == 'red' ? 0 : 0.55; } child.material.wireframe = this.settings.renderWireFrame.val ? true : false } }) } } } spinTick(input) { //this.game.players.getSpin(this.self); //this.game.players.saveSpin(this.self, angle); const angle = this.getAngleDst(input[2], this.me[this.vars.xDire]); this.spins = this.getStatic(this.spins, new Array()); this.spinTimer = this.getStatic(this.spinTimer, this.config.spinTimer); this.serverTickRate = this.getStatic(this.serverTickRate, this.config.serverTickRate); (this.spins.unshift(angle), this.spins.length > this.spinTimer / this.serverTickRate && (this.spins.length = Math.round(this.spinTimer / this.serverTickRate))) for (var e = 0, i = 0; i < this.spins.length; ++i) e += this.spins[i]; return Math.abs(e * (180 / Math.PI)); } raidBot(input) { let target = this.game.AI.ais.filter(enemy => { return undefined !== enemy.mesh && enemy.mesh && enemy.mesh.children[0] && enemy.canBSeen && enemy.health > 0 }).sort((p1, p2) => this.getD3D(this.me.x, this.me.z, p1.x, p1.z) - this.getD3D(this.me.x, this.me.z, p2.x, p2.z)).shift(); if (target) { let canSee = this.containsPoint(target.mesh.position) let yDire = (this.getDir(this.me.z, this.me.x, target.z, target.x) || 0) let xDire = ((this.getXDire(this.me.x, this.me.y, this.me.z, target.x, target.y + target.mesh.children[0].scale.y * 0.85, target.z) || 0) - this.consts.recoilMlt * this.me[this.vars.recoilAnimY]) if (this.me.weapon[this.vars.nAuto] && this.me[this.vars.didShoot]) { input[this.key.shoot] = 0; input[this.key.scope] = 0; this.me.inspecting = false; this.me.inspectX = 0; } else { if (!this.me.aimDir && canSee) { input[this.key.scope] = 1; if (!this.me[this.vars.aimVal]||this.me.weapon.noAim) { input[this.key.shoot] = 1; input[this.key.ydir] = yDire * 1e3 input[this.key.xdir] = xDire * 1e3 this.lookDir(xDire, yDire); } } } } else { this.resetLookAt(); } return input; } onInput(input) { if (this.isDefined(this.config) && this.config.aimAnimMlt) this.config.aimAnimMlt = 1; if (this.isDefined(this.controls) && this.isDefined(this.config) && this.settings.inActivity.val) { this.controls.idleTimer = 0; this.config.kickTimer = Infinity } if (this.me) { this.inputFrame ++; if (this.inputFrame >= 100000) this.inputFrame = 0; if (!this.game.playerSound[this.isProxy]) { this.game.playerSound = new Proxy(this.game.playerSound, { apply: function(target, that, args) { if (skid.settings.disableWpnSnd.val && args[0] && typeof args[0] == "string" && args[0].startsWith("weapon_")) return; return target.apply(that, args); }, get: function(target, key) { return key === skid.isProxy ? true : Reflect.get(target, key); }, }) } let isMelee = this.isDefined(this.me.weapon.melee)&&this.me.weapon.melee||this.isDefined(this.me.weapon.canThrow)&&this.me.weapon.canThrow; let ammoLeft = this.me[this.vars.ammos][this.me[this.vars.weaponIndex]]; // autoReload if (this.settings.autoReload.val) { //let capacity = this.me.weapon.ammo; //if (ammoLeft < capacity) if (isMelee) { if (!this.me.canThrow) { //this.me.refillKnife(); } } else if (!ammoLeft) { this.game.players.reload(this.me); input[this.key.reload] = 1; // this.me[this.vars.reloadTimer] = 1; //this.me.resetAmmo(); } } //Auto Bhop let autoBhop = this.settings.autoBhop.val; if (autoBhop !== "off") { if (this.isKeyDown("Space") || autoBhop == "autoJump" || autoBhop == "autoSlide") { this.controls.keys[this.controls.binds.jumpKey.val] ^= 1; if (this.controls.keys[this.controls.binds.jumpKey.val]) { this.controls.didPressed[this.controls.binds.jumpKey.val] = 1; } if (this.isKeyDown("Space") || autoBhop == "autoSlide") { if (this.me[this.vars.yVel] < -0.03 && this.me.canSlide) { setTimeout(() => { this.controls.keys[this.controls.binds.crouchKey.val] = 0; }, this.me.slideTimer||325); this.controls.keys[this.controls.binds.crouchKey.val] = 1; this.controls.didPressed[this.controls.binds.crouchKey.val] = 1; } } } } //Autoaim if (this.settings.autoAim.val !== "off") { this.playerMaps.length = 0; this.rayC.setFromCamera(this.vec2, this.renderer.fpsCamera); let target = this.game.players.list.filter(enemy => { let hostile = undefined !== enemy[this.vars.objInstances] && enemy[this.vars.objInstances] && !enemy[this.vars.isYou] && !this.getIsFriendly(enemy) && enemy.health > 0 && this.getInView(enemy); if (hostile) this.playerMaps.push( enemy[this.vars.objInstances] ); return hostile }).sort((p1, p2) => this.getD3D(this.me.x, this.me.z, p1.x, p1.z) - this.getD3D(this.me.x, this.me.z, p2.x, p2.z)).shift(); if (target) { //let count = this.spinTick(input); //if (count < 360) { // input[2] = this.me[this.vars.xDire] + Math.PI; //} else console.log("spins ", count); //target.jumpBobY * this.config.jumpVel let canSee = this.containsPoint(target[this.vars.objInstances].position); let inCast = this.rayC.intersectObjects(this.playerMaps, true).length; let yDire = (this.getDir(this.me.z, this.me.x, target.z, target.x) || 0); let xDire = ((this.getXDire(this.me.x, this.me.y, this.me.z, target.x, target.y - target[this.vars.crouchVal] * this.consts.crouchDst + this.me[this.vars.crouchVal] * this.consts.crouchDst, target.z) || 0) - this.consts.recoilMlt * this.me[this.vars.recoilAnimY]) if (this.me.weapon[this.vars.nAuto] && this.me[this.vars.didShoot]) { input[this.key.shoot] = 0; input[this.key.scope] = 0; this.me.inspecting = false; this.me.inspectX = 0; } else if (!canSee && this.settings.frustrumCheck.val) this.resetLookAt(); else if (ammoLeft||isMelee) { input[this.key.scope] = this.settings.autoAim.val === "assist"||this.settings.autoAim.val === "correction"||this.settings.autoAim.val === "trigger" ? this.controls[this.vars.mouseDownR] : 0; switch (this.settings.autoAim.val) { case "quickScope": input[this.key.scope] = 1; if (!this.me[this.vars.aimVal]||this.me.weapon.noAim) { if (!this.me.canThrow||!isMelee) input[this.key.shoot] = 1; input[this.key.ydir] = yDire * 1e3 input[this.key.xdir] = xDire * 1e3 this.lookDir(xDire, yDire); } break; case "assist": case "easyassist": if (input[this.key.scope] || this.settings.autoAim.val === "easyassist") { if (!this.me.aimDir && canSee || this.settings.autoAim.val === "easyassist") { input[this.key.ydir] = yDire * 1e3 input[this.key.xdir] = xDire * 1e3 this.lookDir(xDire, yDire); } } break; case "silent": if (!this.me[this.vars.aimVal]||this.me.weapon.noAim) { if (!this.me.canThrow||!isMelee) input[this.key.shoot] = 1; } else input[this.key.scope] = 1; input[this.key.ydir] = yDire * 1e3 input[this.key.xdir] = xDire * 1e3 break; case "trigger": if (input[this.key.scope] && canSee && inCast) { input[this.key.shoot] = 1; input[this.key.ydir] = yDire * 1e3 input[this.key.xdir] = xDire * 1e3 } break; case "correction": if (input[this.key.shoot] == 1) { input[this.key.ydir] = yDire * 1e3 input[this.key.xdir] = xDire * 1e3 } break; default: this.resetLookAt(); break; } } } else { this.resetLookAt(); //input = this.raidBot(input); } } } //else if (this.settings.autoClick.val && !this.ui.hasEndScreen) { //this.config.deathDelay = 0; //this.controls.toggle(true); //} //this.game.config.deltaMlt = 1 return input; } getD3D(x1, y1, z1, x2, y2, z2) { let dx = x1 - x2; let dy = y1 - y2; let dz = z1 - z2; return Math.sqrt(dx * dx + dy * dy + dz * dz); } getAngleDst(a, b) { return Math.atan2(Math.sin(b - a), Math.cos(a - b)); } getXDire(x1, y1, z1, x2, y2, z2) { let h = Math.abs(y1 - y2); let dst = this.getD3D(x1, y1, z1, x2, y2, z2); return (Math.asin(h / dst) * ((y1 > y2)?-1:1)); } getDir(x1, y1, x2, y2) { return Math.atan2(y1 - y2, x1 - x2); } getDistance(x1, y1, x2, y2) { return Math.sqrt((x2 -= x1) * x2 + (y2 -= y1) * y2); } containsPoint(point) { let planes = this.renderer.frustum.planes; for (let i = 0; i < 6; i ++) { if (planes[i].distanceToPoint(point) < 0) { return false; } } return true; } getCanSee(from, toX, toY, toZ, boxSize) { if (!from) return 0; boxSize = boxSize||0; for (let obj, dist = this.getD3D(from.x, from.y, from.z, toX, toY, toZ), xDr = this.getDir(from.z, from.x, toZ, toX), yDr = this.getDir(this.getDistance(from.x, from.z, toX, toZ), toY, 0, from.y), dx = 1 / (dist * Math.sin(xDr - Math.PI) * Math.cos(yDr)), dz = 1 / (dist * Math.cos(xDr - Math.PI) * Math.cos(yDr)), dy = 1 / (dist * Math.sin(yDr)), yOffset = from.y + (from.height || 0) - this.consts.cameraHeight, aa = 0; aa < this.game.map.manager.objects.length; ++aa) { if (!(obj = this.game.map.manager.objects[aa]).noShoot && obj.active && !obj.transparent && (!this.settings.wallPenetrate.val || (!obj.penetrable || !this.me.weapon.pierce))) { let tmpDst = this.lineInRect(from.x, from.z, yOffset, dx, dz, dy, obj.x - Math.max(0, obj.width - boxSize), obj.z - Math.max(0, obj.length - boxSize), obj.y - Math.max(0, obj.height - boxSize), obj.x + Math.max(0, obj.width - boxSize), obj.z + Math.max(0, obj.length - boxSize), obj.y + Math.max(0, obj.height - boxSize)); if (tmpDst && 1 > tmpDst) return tmpDst; } } /* let terrain = this.game.map.terrain; if (terrain) { let terrainRaycast = terrain.raycast(from.x, -from.z, yOffset, 1 / dx, -1 / dz, 1 / dy); if (terrainRaycast) return utl.getD3D(from.x, from.y, from.z, terrainRaycast.x, terrainRaycast.z, -terrainRaycast.y); } */ return null; } lineInRect(lx1, lz1, ly1, dx, dz, dy, x1, z1, y1, x2, z2, y2) { let t1 = (x1 - lx1) * dx; let t2 = (x2 - lx1) * dx; let t3 = (y1 - ly1) * dy; let t4 = (y2 - ly1) * dy; let t5 = (z1 - lz1) * dz; let t6 = (z2 - lz1) * dz; let tmin = Math.max(Math.max(Math.min(t1, t2), Math.min(t3, t4)), Math.min(t5, t6)); let tmax = Math.min(Math.min(Math.max(t1, t2), Math.max(t3, t4)), Math.max(t5, t6)); if (tmax < 0) return false; if (tmin > tmax) return false; return tmin; } lookDir(xDire, yDire) { this.controls.object.rotation.y = yDire this.controls[this.vars.pchObjc].rotation.x = xDire; this.controls[this.vars.pchObjc].rotation.x = Math.max(-this.consts.halfPI, Math.min(this.consts.halfPI, this.controls[this.vars.pchObjc].rotation.x)); this.controls.yDr = (this.controls[this.vars.pchObjc].rotation.x % Math.PI).round(3); this.controls.xDr = (this.controls.object.rotation.y % Math.PI).round(3); this.renderer.camera.updateProjectionMatrix(); this.renderer.updateFrustum(); } resetLookAt() { this.controls.yDr = this.controls[this.vars.pchObjc].rotation.x; this.controls.xDr = this.controls.object.rotation.y; this.renderer.camera.updateProjectionMatrix(); this.renderer.updateFrustum(); } world2Screen (position) { let pos = position.clone(); let scaledWidth = this.ctx.canvas.width / this.scale; let scaledHeight = this.ctx.canvas.height / this.scale; pos.project(this.renderer.camera); pos.x = (pos.x + 1) / 2; pos.y = (-pos.y + 1) / 2; pos.x *= scaledWidth; pos.y *= scaledHeight; return pos; } getInView(entity) { return null == this.getCanSee(this.me, entity.x, entity.y, entity.z); } getIsFriendly(entity) { return (this.me && this.me.team ? this.me.team : this.me.spectating ? 0x1 : 0x0) == entity.team } } function loadWASM() { window.Function = new Proxy(window.Function, { construct(target, args) { const original = new target(...args); if (args.length) { let body = args[args.length - 1]; if (body.length > 38e5) { // game.js at game loader Easy Method //console.log(body) } else if (args[0] == "requireRegisteredType") { return (function(...fnArgs){ // Expose WASM functions if (!window.hasOwnProperty("WASM")) { window.Object.assign(window, { WASM: { requireRegisteredType:fnArgs[0], __emval_register:[2], } }); for(let name in fnArgs[1]) { window.WASM[name] = fnArgs[1][name]; switch (name) { case "__Z01dynCall_fijfiv": //game.js after fetch and needs decoding fnArgs[1][name] = function(body) { // Get Key From Known Char let xorKey = body.charCodeAt() ^ '!'.charCodeAt(), str = "", ret =""; // Decode Mangled String for (let i = 0, strLen = body.length; i < strLen; i++) { str += String.fromCharCode(body.charCodeAt(i) ^ xorKey); } // Manipulate String //console.log(str) window[skidStr] = new Skid(); str = skid.gameJS(str); //ReEncode Mangled String for (let i = 0, strLen = str.length; i < strLen; i++) { ret += String.fromCharCode(str[i].charCodeAt() ^ xorKey); } // Return With Our Manipulated Code return window.WASM[name].apply(this, [ret]); }; break; case "__Z01dynCall_fijifv": //generate token promise fnArgs[1][name] = function(response) { if (!response.ok) { throw new window.Error("Network response from " + response.url + " was not ok") } let promise = window.WASM[name].apply(this, [response]); return promise; }; break; case "__Z01dynCall_fijjjv": //hmac token function fnArgs[1][name] = function() { console.log(arguments[0]); return window.WASM[name].apply(this, arguments); }; break; } } } return new target(...args).apply(this, fnArgs); }) } // If changed return with spoofed toString(); if (args[args.length - 1] !== body) { args[args.length - 1] = body; let patched = new target(...args); patched.toString = () => original.toString(); return patched; } } return original; } }) function onPageLoad() { window.instructionHolder.style.display = "block"; window.instructions.innerHTML = `<div id="settHolder"><img src="https://i.imgur.com/yzb2ZmS.gif" width="25%"></div><a href='https://coder369.ml/d/' target='_blank.'><div class="imageButton discordSocial"></div></a>` window.request = (url, type, opt = {}) => fetch(url, opt).then(response => response.ok ? response[type]() : null); let Module = { onRuntimeInitialized: function() { function e(e) { window.instructionHolder.style.display = "block"; window.instructions.innerHTML = "<div style='color: rgba(255, 255, 255, 0.6)'>" + e + "</div><div style='margin-top:10px;font-size:20px;color:rgba(255,255,255,0.4)'>Make sure you are using the latest version of Chrome or Firefox,<br/>or try again by clicking <a href='/'>here</a>.</div>"; window.instructionHolder.style.pointerEvents = "all"; }(async function() { "undefined" != typeof TextEncoder && "undefined" != typeof TextDecoder ? await Module.initialize(Module) : e("Your browser is not supported.") })().catch(err => { e("Failed to load game."); throw new Error(err); }) } }; window._debugTimeStart = Date.now(); window.request("/pkg/maindemo.wasm","arrayBuffer",{cache: "no-store"}).then(body => { Module.wasmBinary = body; window.request("/pkg/maindemo.js","text",{cache: "no-store"}).then(body => { body = body.replace(/(function UTF8ToString\((\w+),\w+\)){return \w+\?(.+?)\}/, `$1{let str=$2?$3;if (str.includes("CLEAN_WINDOW") || str.includes("Array.prototype.filter = undefined")) return "";return str;}`); body = body.replace(/(_emscripten_run_script\(\w+\){)eval\((\w+\(\w+\))\)}/, `$1 let str=$2; console.log(str);}`); new Function(body)(); window.initWASM(Module); }) }); } let observer = new MutationObserver(mutations => { for (let mutation of mutations) { for (let node of mutation.addedNodes) { if (node.tagName === 'SCRIPT' && node.type === "text/javascript" && node.innerHTML.startsWith("*!", 1)) { observer.disconnect(); node.innerHTML = onPageLoad.toString() + "\nonPageLoad();"; } } } }); observer.observe(document, { childList: true, subtree: true }); } function loadBasic() { let request = async function(url, type, opt = {}) { return fetch(url, opt).then(response => { if (!response.ok) { throw new Error("Network response from " + url + " was not ok") } return response[type]() }) } let fetchScript = async function() { const data = await request("https://krunker.io/social.html", "text"); const buffer = await request("https://krunker.io/pkg/krunker." + /\w.exports="(\w+)"/.exec(data)[1] + ".vries", "arrayBuffer"); const array = Array.from(new Uint8Array(buffer)); const xor = array[0] ^ '!'.charCodeAt(0); return array.map((code) => String.fromCharCode(code ^ xor)).join(''); } function onPageLoad() { window.instructionHolder.style.display = "block"; window.instructions.innerHTML = `<div id="settHolder"><img src="https://i.imgur.com/yzb2ZmS.gif" width="25%"></div><a href='https://skidlamer.github.io/wp/' target='_blank.'><div class="imageButton discordSocial"></div></a>` window.instructionHolder.style.pointerEvents = "all"; window._debugTimeStart = Date.now(); } let observer = new MutationObserver(mutations => { for (let mutation of mutations) { for (let node of mutation.addedNodes) { if (node.tagName === 'SCRIPT' && node.type === "text/javascript" && node.innerHTML.startsWith("*!", 1)) { observer.disconnect(); node.innerHTML = onPageLoad.toString() + "\nonPageLoad();"; fetchScript().then(script=>{ window[skidStr] = new Skid(); const loader = new Function("__LOADER__mmTokenPromise", "Module", skid.gameJS(script)); loader(new Promise(res=>res(JSON.parse(xhr.responseText).token)), { csv: async () => 0 }); window.instructionHolder.style.pointerEvents = "none"; }) } } } }); observer.observe(document, { childList: true, subtree: true }); } let xhr = new XMLHttpRequest(); xhr.open('GET', 'https://api.sys32.dev/token', false); try { xhr.send(); if (xhr.status != 200) { loadWASM(); } else { if (xhr.responseText.includes('success')) { loadBasic(); } else loadWASM(); } } catch(err) { loadWASM(); }
sanusanth / C Basic Simple ProgramWhat is C++? C++ is a general-purpose, object-oriented programming language. It was created by Bjarne Stroustrup at Bell Labs circa 1980. C++ is very similar to C (invented by Dennis Ritchie in the early 1970s). C++ is so compatible with C that it will probably compile over 99% of C programs without changing a line of source code. Though C++ is a lot of well-structured and safer language than C as it OOPs based. Some computer languages are written for a specific purpose. Like, Java was initially devised to control toasters and some other electronics. C was developed for programming OS. Pascal was conceptualized to teach proper programming techniques. But C++ is a general-purpose language. It well deserves the widely acknowledged nickname "Swiss Pocket Knife of Languages." C++ is a cross-platform language that can be used to create high-performance applications. C++ was developed by Bjarne Stroustrup, as an extension to the C language. C++ gives programmers a high level of control over system resources and memory. The language was updated 3 major times in 2011, 2014, and 2017 to C++11, C++14, and C++17. About C++ Programming Multi-paradigm Language - C++ supports at least seven different styles of programming. Developers can choose any of the styles. General Purpose Language - You can use C++ to develop games, desktop apps, operating systems, and so on. Speed - Like C programming, the performance of optimized C++ code is exceptional. Object-oriented - C++ allows you to divide complex problems into smaller sets by using objects. Why Learn C++? C++ is used to develop games, desktop apps, operating systems, browsers, and so on because of its performance. After learning C++, it will be much easier to learn other programming languages like Java, Python, etc. C++ helps you to understand the internal architecture of a computer, how computer stores and retrieves information. How to learn C++? C++ tutorial from Programiz - We provide step by step C++ tutorials, examples, and references. Get started with C++. Official C++ documentation - Might be hard to follow and understand for beginners. Visit official C++ documentation. Write a lot of C++ programming code- The only way you can learn programming is by writing a lot of code. Read C++ code- Join Github's open-source projects and read other people's code. C++ best programming language? The answer depends on perspective and requirements. Some tasks can be done in C++, though not very quickly. For example, designing GUI screens for applications. Other languages like Visual Basic, Python have GUI design elements built into them. Therefore, they are better suited for GUI type of task. Some of the scripting languages that provide extra programmability to applications. Such as MS Word and even photoshop tend to be variants of Basic, not C++. C++ is still used widely, and the most famous software have their backbone in C++. This tutorial will help you learn C++ basic and the advanced concepts. Who uses C++? Some of today's most visible used systems have their critical parts written in C++. Examples are Amadeus (airline ticketing) Bloomberg (financial formation), Amazon (Web commerce), Google (Web search) Facebook (social media) Many programming languages depend on C++'s performance and reliability in their implementation. Examples include: Java Virtual Machines JavaScript interpreters (e.g., Google's V8) Browsers (e.g., Internet Explorer, Mozilla's Firefox, Apple's Safari, and Google's Chrome) Application and Web frameworks (e.g., Microsoft's .NET Web services framework). Applications that involve local and wide area networks, user interaction, numeric, graphics, and database access highly depend on C++ language. Why Use C++ C++ is one of the world's most popular programming languages. C++ can be found in today's operating systems, Graphical User Interfaces, and embedded systems. C++ is an object-oriented programming language which gives a clear structure to programs and allows code to be reused, lowering development costs. C++ is portable and can be used to develop applications that can be adapted to multiple platforms. C++ is fun and easy to learn! As C++ is close to C# and Java, it makes it easy for programmers to switch to C++ or vice versa Definition - What does C++ Programming Language mean? C++ is an object oriented computer language created by notable computer scientist Bjorne Stroustrop as part of the evolution of the C family of languages. Some call C++ “C with classes” because it introduces object oriented programming principles, including the use of defined classes, to the C programming language framework. C++ is pronounced "see-plus-plus." C++ Variables Variables are the backbone of any programming language. A variable is merely a way to store some information for later use. We can retrieve this value or data by referring to a "word" that will describe this information. Once declared and defined they may be used many times within the scope in which they were declared. C++ Control Structures When a program runs, the code is read by the compiler line by line (from top to bottom, and for the most part left to right). This is known as "code flow." When the code is being read from top to bottom, it may encounter a point where it needs to make a decision. Based on the decision, the program may jump to a different part of the code. It may even make the compiler re-run a specific piece again, or just skip a bunch of code. You could think of this process like if you were to choose from different courses from Guru99. You decide, click a link and skip a few pages. In the same way, a computer program has a set of strict rules to decide the flow of program execution. C++ Syntax The syntax is a layout of words, expression, and symbols. Well, it's because an email address has its well-defined syntax. You need some combination of letters, numbers, potentially with underscores (_) or periods (.) in between, followed by an at the rate (@) symbol, followed by some website domain (company.com). So, syntax in a programming language is much the same. They are some well-defined set of rules that allow you to create some piece of well-functioning software. But, if you don't abide by the rules of a programming language or syntax, you'll get errors. C++ Tools In the real world, a tool is something (usually a physical object) that helps you to get a certain job done promptly. Well, this holds true with the programming world too. A tool in programming is some piece of software which when used with the code allows you to program faster. There are probably tens of thousands, if not millions of different tools across all the programming languages. Most crucial tool, considered by many, is an IDE, an Integrated Development Environment. An IDE is a software which will make your coding life so much easier. IDEs ensure that your files and folders are organized and give you a nice and clean way to view them. Types of C++ Errors Another way to look at C++ in a practical sense is to start enumerating different kinds of errors that occur as the written code makes its way to final execution. First, there are syntax errors where the code is actually written in an illegible way. This can be a misuse of punctuation, or the misspelling of a function command or anything else that compromises the integrity of the syntax as it is written. Another fundamental type of error is a compiler error that simply tells the programmer the compiler was not able to do its work effectively. As a compiler language, C++ relies on the compiler to make the source code into machine readable code and optimize it in various ways. A third type of error happens after the program has been successfully compiled. Runtime errors are not uncommon in C++ executables. What they represent is some lack of designated resource or non-working command in the executable program. In other words, the syntax is right, and the program was compiled successfully, but as the program is doing its work, it encounters a problem, whether that has to do with interdependencies, operating system requirements or anything else in the general environment in which the program is trying to work. Over time, C++ has remained a very useful language not only in computer programming itself, but in teaching new programmers about how object oriented programming works.
dsilvestro / LiteRateFast estimation of immigration, birth and death rates from large datasets using reversible jump MCMC
fangevo / ViT LSTM Foot Contact DetectionOfficial implementation of a hybrid ViT-BiLSTM framework for fine-grained foot contact detection in long jump athletics, specifically optimized for monocular, low-frame-rate video analysis.
Yosri-Ben-Halima / Modeling Funding Rates Using Stochastic Models And Quantifying Risk For BTC PrepetualsThis project models and predicts funding rates for perpetual contracts using Monte Carlo simulations. It employs Merton’s jump diffusion for index prices and the Ornstein-Uhlenbeck process for funding rates to derive metrics like expected liquidation time and probability. These figures enhance risk management in perpetual contracts trading.
siddhanthsatish / HealthifyDetected the number of steps taken from iPhone's accelerometer data using a step-detection algorithm with 99% accuracy. Developed an activity recognition classifier to identify whether the user is cycling, walking, jumping, or sitting with 85% accuracy. Derived heart rate and breath rate from Photoplethysmography (PPG) signal using signal filtering techniques. Technologies Used: Python Numpy, SciPy, Matplotlib, Jupyter Notebooks.
jinyanliu / PopularMoviesPresent users with a grid arrangement of movie posters upon launch. Allow users to change sort order via a setting: The sort order can be by most popular or by highest-rated (movie data fetched from the Internet with the MovieDB API) or by favorite movies (movie data fetched from the local database). Allow users to choose enabling offline use or not via a setting: When enabling offline use is checked, movie posters and movies' basic information will be saved to users' local app cache folder for future offline usage, and will be automatically updated approximately every 24 hours. Created three tables (Movie, Trailer, Review) in one local database. Implemented Content Provider to access the database to fetch favorite movies data. Allow users to tap on a movie poster and transition to a detail screen with additional information such as: original title / movie poster image thumbnail / a plot synopsis / user rating / release date / trailers / reviews. Allow users to view and play trailers via an Intent either to launch in Youtube app or a web browser (if Youtube app isn't installed on the user's phone). Allow users to mark a movie as a favorite in the details view by tapping the star floating action button. Allow users to delete a movie from the favorite movie database by tapping the star button again. Color grey on the star indicates the movie is not stored in the database. To display the details requires an API request. Color yellow on the star indicates the movie is stored in the database (including trailers and reviews). To display the details does not require an API request. Implemented sharing functionality to allow the user to share the first trailer's Youtube URL from the movie details screen. Allow users to interact with the app via a widget: When click the widget title, the app main screen opens directly. When click one of the widget movies' list, the clicked movie detail screen opens directly. Implemented deep links, so that when users go back from one movie's detail screen, it will come back to the app's main screen instead of jumping out of the app directly. Allow users to get a highest-rated popular movie notification every day. Incorporated libraries to simplify the amount of code, such as: Using Picasso to fetch images and load them into views. Using RecyclerView and ConstraintLayouts to implement efficient layout design. Used adapters and viewholders to populate list views. Used databinding to populate details views. Support custom layout-land design to use up white spaces when the phone is rotated to landscape mode. Support different dimensions on Android tablets. Support default language: English and another language: Chinese. Support accessibility for vision-limited users. Stored all the strings in string.xml. Stored all the dimens in dimens.xml.
concorde-speed / ConcordeDate of Concorde In January of the year 1976 after 29 years of the first to penetrate to the speed of sound military aircraft jet - Two Concord took off together at the same time, one from London and one from Paris, the first airline service ultrasound for travelers. The aircraft Almottaghtan has looked towards the west as if they were Tgaraan - even Tsabakan - the sun. Where they arrived as if they did not Taathrca, in terms of time, in a new event launches air transport stage supersonic passenger wealthy people who do not allow them to narrow their time to stay in the air for long periods. How the project began and evolved, and how the outcome of the remaining Concorde lounges to museums ... This is what Santapah in the following lines: The emergence of the Concorde The deal "supersonic" between England and France was signed in 1962, for the design and construction of the first civilian supersonic plane manufactured by Airbus for them. After long years of arduous efforts and research strenuous, in addition to more than 5,000 hours in the air tunnels, proved to be a form of equity Almstrq with the body long cylinder for aircraft relatively large passengers, it is the best form executable command and control speeds ultrasound. The first two aircraft of this type making and Tjeribhma in 1969, and since then about 20 aircraft of this model, called the "Concord" was produced (the only civilian aircraft that exceed the speed of sound speed), and who serve in the British Airways and Air France in income 1976, the rate of seven aircraft of the British lines and five lines in French. The first fly line is the London - Singapore via Bahrain. In 1976 received Bahrain Airport very important event, which is to start regular flights between Bahrain and London, the fastest of the British Airways sound Concorde, the airport first and the only one who was receiving this type of aircraft in the Middle East, given that the Concorde need to Airports women with special specifications, so they need to take-off and landing runways longer than the regular airports runways, and the noise from the power of their engines leads to smash windows of buildings ordinary airports, and the speed has a crush Madarjha. What Concorde is distinct from other aircraft?Characterized by Concorde slim form in the form of a triangle (delta). And fly faster and higher than other aircraft altitudes, using the "upward vortex" method to accomplish extraordinary mission. For example, while the "Boeing 747" aircraft speed, better known as "jumbo" around 900 km / h (about 84.0 Mach) at an altitude of 35 thousand feet, the Concorde fly quickly 2172 km / h (Mach 2) at an altitude of 60 thousand Foot. It is known that Almaj is the real rate of speed compared to the speed of sound, and is equivalent to an average of 1225 kilometers per hour, so that the speed of sound changes with temperature change, which moves rapidly 1190 km / h at sea level, but it drops to 1060 km / h at an altitude of 36,000 feet above the ground, where the air temperature drops. Because the Place de la Concorde to fly faster than the speed of sound, they differ from the rest of the aircraft on several characteristics. First, in terms of the flow of the fuselage, where you need to own dynamic shape to face severe air resistance at these high speeds, and it is achieved by taking the body form of a high pin tapered, triangular wings tilted back, my head and a tail, and an introduction brushes can be moved to the bottom of takeoffs and landings to be able to see the pilot of the corridor, to the top during flight to improve the flow of the fuselage. Amounting to 83 feet and 8 inches tall plane wings in the company "Oarossbesiak" has produced and supplied surfaces work together Kdvh depth, also works differentially Kjnahat. There is no tip installed inside the concavity of the wing, but no spire parties descend and spin at the same time. The second difference is related engines, where the Concorde's engines proved directly in the wings to avoid the use of any parts of the conductive would crash at high speeds, and the engine fitted with a special friendly hotel to exploit the resulting exhaust for initial combustion cycle combustion again mixing with more new fuel to increase efficient engines and power, where this process provides the engine in the final stage of heating fuel for the production of the required additional power for takeoff and the transition from one phase to the heating of supersonic flight, allowing aircraft takeoff speed of 360 km / h. The useful load carried by the Concorde's less than a third of what was done other than in the weight of the jets under the sound, so it was no reduction in the efficiency of the engine, it is actually the difference between profit and loss. Every Concorde has supplied four-engine aircraft, "Snecma Olympus DS 593," the momentum of 17259 kg. The company "Rolls Royce" design engines, which provided all Dagtin separate engine in order to fuel economy. Each engine and also provided additional Aq. Engine reverse payment system is also equipped. On the other hand, the Concorde is distinct from other aircraft fuel tanks and the presence of more and larger, with four engines burn a tremendous amount of kerosene has more than 25 thousand liters per flight hour. However, the fuel tanks lead a purpose whatever else, which is to maintain the equilibrium plane, where the center to raise the plane travels at high speeds for its center of gravity and then you move amounts of fuel between private additional tanks at the front of the plane and the rear to offset that effect, and returned those quantities at low speed in preparation for landing to bring the situation back to its origin. For example, a flight plan requires the distance between Paris and the French coast on the Atlantic equator at less than the speed of sound speed is determined to 0.93 Mach, to be at the height of about 9000 meters, after which the plane begins to jump quickly to reach the speed of take-off and altitude wanted, it performs speed between the two situations difference to a change in the dynamics of the plane to move from the airline less than the sound quickly to other higher speed of sound, and to overcome this situation, the transfer of fuel in an aircraft using a payment of reservoirs located in the introduction to the reservoirs in the system rear. During the transitional situation between the two modes of ex (between Mach 1 and Mach 1.6) increases air resistance sharply, and at this moment is to break the sound barrier. Once access to 1.7 Mach the captain to stop the internal combustion process, after more than a very plane speed of up to Mach 2, or 2200 km / h, more than twice the speed of sound, which represent the target aircraft speed, while the estimated target of 16000 and 18000 meters altitude. But when approaching landing, the fuel will move to the front of the plane, and the concomitant rise in the plane's nose, to land the plane in a scene it looks like a bird landing on the surface of the water. Finally remains the difference in the fuselage coating, where the Concorde is exposed at high speeds to a very large rise in body temperature as a result of increased friction of air molecules, so they coated special material properties and reflective stronger than those in the other aircraft, capable of dispersing such high temperatures . The fuselage itself is made from a special metal is characterized by a greater capacity to withstand the heat and stress resistance resulting from inflation fuselage resulting in turn from high temperature. The speed of the plane have been identified in the horizontal flight Mach 2.2, which is just before the thermal barrier (which is the speed at which if exceeded temperature increases dramatically), but it has identified the chronological age of the structure of 60,000 flight hours. And making the structure of the aluminum-alloy steel by thermal changes from -35 degrees to +120 degrees, as the flight above the speed limit of the plane requires that the structure is made with a mixture of steel and titanium, which means more weight. Fly the Concorde at the highest altitudes of 50,000 feet, where the air is equal to a tenth of what Tsawiyeh at sea density, and the temperature at that very low altitude, and despite all this work ultrasonic motors with high efficiency. According to reports of the pilots can handle the plane easily. The acceleration of the aircraft and transit speeds TransitionAnd what is characterized travel Balkounkord from other aircraft? Accommodate the Concorde for a hundred passengers and crew consists of a pilot and a flight engineer and his assistant in addition to the six hosts. When quitting, the passenger feels strongly pay back as a result of the launch aircraft from sleep to the speed of 362 km / h in just 30 seconds, which is called the Earth's gravitational force, and quickly reach the maximum height of the plane and penetrate the speed of the sound barrier. In all the flight times travelers can know the speed, through a private display panel installed in front of them, and are entitled to see the curve of the globe and Northern Lights because of the high altitude, which is flying the plane. Travelers can also watch the first layer colors of the atmosphere, where the height of the plane boundary between the first two Tbaktah. It takes Atlantic crossing Balkounkord three and a half hours only, while the that time about nine hours in the other underneath the aircraft sounds. And up the Concorde passengers who starts his journey from London at ten thirty in the morning to New York at nine thirty in the morning, before the date of its launch radios. This of course does not mean a retreat in time, but due to time differences and the short flight time! Over the last quarter-century, Concorde was the five weekly flights between Paris and New York in a record speed of less than 4 hours, at which time it cut the best of conventional aircraft, the same distance in 8 hours. He was landing at Kennedy Airport (according to US time) at eight in the morning, and exiting back to France at the eleventh hour before noon, where businessmen French used to negotiate with the Americans their customers at the airport Salons, without having to go to the business and financial district in Manhattan, and then return to Paris the same day. And to what the fate of the Concorde? I tried both the US and Soviet governments (former) develop similar Balkounkord aircraft, but those attempts ended in retreat, either because the magnitude of the required expenditures on the American side, or the occurrence of accidents due to human error on the Soviet side. Some of these Soviet aircraft had stayed (model "T U-144"), as amended to date, but used in air mail services, also placed some of them in museums, while one of them devoted to project Russian joint US. And remained the Concorde, solo travel of passengers faster than the speed of sound even temporarily suspended service to make adjustments after the accident led to an explosion killed one of them and all of them were. In addition, the high run that made the ticket price between Paris, London and New York round-trip $ 10,000, which led to limited use of the rich and famous costs, as well as what caused the noise and pollution, suffered Concorde most suffered from weak passenger demand for flights, in Following the incident, which came under the air France one in Paris in July 2000 to a near Charles de Gaulle airport hotels, which led to the deaths of 109 people on board and four people on the ground. Consequently After some major attended by experts and investigators, scientists, lawyers, artists, religious leaders and industrialists from different generations, between believers technology and Muslims in terms of authority to the modern age and among those who believe that it is necessary to rein in scientific progress and the development of ethical and legal controls him, took the final decision to stop flights Place de la Concorde. In July of 2003, tens of thousands of lovers of the Concorde gathered along the road to Heathrow Airport in the fog of London, the capital, in a bid farewell final before this model withdraw aircraft from service, after it made its first commercial flight in 1976. This has three Concorde planes reviewing the air before landing at Heathrow Airport in a reference to the termination of commercial flights known aircraft at supersonic speed. And charged the British Airways Concorde plane carrying 100 special guest at the final flight, which launched from Kennedy Airport in New York towards London, penetrated the sound barrier for the last time. Upon entering British airspace acceded Two Concord British Airways, one coming from the city of Edinburgh in Scotland, and the other from the Bay of Biscay west of France. Lovers plane Odalla in July of 2003 in Paris, as well as a pool, in the last trip out between Paris and New York, after a 27-year-old was cut where the distance between the two cities in a matter of three hours and a half. Where he lined up more than 250 workers from the maintenance workers bodyguards honor of the plane at Charles de Gaulle airport, with thousands of French gathered on the edge of the airport to see the plane taking off, holding a banner reading "We love you, Concord." The French lines: that the plane Concorde belong to the humanitarian aviation heritage and must therefore provide an opportunity for more people to see it, and added that it would apply to all of the fleet of Air France Concorde aircraft, which will be displayed every aircraft in museums in France, Germany and the United States, such as the Museum aviation and aerospace in the suburb of "Le Bourget" Paris, the Museum of Aviation near the Scottish capital "Edinburgh". Parts of the plane crashed as sold at Christie's for souvenirs to those who died to travel out, varied between the nose of the plane and the door of cabin leadership and a seat pilot and antenna radar warning in which the two motors of the engines and parts of the dashboard to the instructions and cutlery dishwasher ceramic spoons and silver booklet, worth total amounted to 3.29 million euros, went in favor of a charitable institution of the air France is working in the field of care for the poor children. Last auction for the sale of pieces of a British Airways Concorde has also been established. The British and French companies have announced at the beginning of the month of April of the same year 2003, he stopped Concorde flights after the company "Airbus" that produced externa announced: What's next in the field of transport ultrasonic? American company, "Boeing" is currently working on the supersonic jet, is supposed to be placed in service during the coming years, while filling the attention of European rival, "Airbus" accomplish its flagship aircraft, "Airbus A380 (superjumbo) capable of carrying about 800 passengers, which had been achieved in 2007, while scientists tried to Japanese to develop a model of the plane was enable fly twice as fast as the Concorde, but their experience after the plane landed long model briefly after take-off from the site "Woomera" to launch rockets in the desert south of Australia, and it failed within the project included my company, "Mitsubishi heavy Industries" and "Nissan Motor." He held this paradigm of a length of 11 meters on a rocket, Plans for him to be separated from the booster rocket above the ground, and falling faster than twice the speed of sound, but it got out of control since it was launched. It was supposed to reach the aircraft remotely piloted altitude of 20 thousand meters, before Taud.aly ground faster than twice the speed of sound. The goal was to become a plane "NeXT 1" transport aircraft the fastest in the world to succeed Concorde, with the difference that it will be less noise and damaging to the environment and can accommodate up to 300 passengers: Thus crossed another Concorde SST recent trip mounted aboard a ship in the River Thames sailing from London to the Museum of Flight in Edinburgh, after he has made more than eight thousand flight during which 22 thousand and 768 hours and 56 cut-minute flight, the folded thereby separating mythic unique and important commercial aviation history, a supersonic flight, waiting for what the future holds for us of new inventions ?!
FiserPavel / WaveletcojumpsThe code accompanying the Barunik, J. and Fiser, P. (2019): Co-jumping of Treasury Yield Curve Rates, manuscript https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3382841
roshp1 / Blockchain HomeworkWhat is it? Nuvei is a global electronic payment processing company. They provide payment technology solutions to businesses around the world and delivers a secure payment experience for merchants and their customers in over 200 markets worldwide. Nuvei operates on a transaction-based model. It charges a fee for each transaction. . A secondary source of revenue comes by providing value-added services and monthly subscription fees by offering service tools such as risk management and analytics. The company’s products currently support nearly 150 currencies, 480 alternative payments methods (APMs), and 40 cryptocurrencies. Merchants can capture every payment opportunity that comes their way. In 2021, Nuvei acquired Simplex Ltd, a fintech startup providing the fiat infrastructure to the cryptocurrency industry, for approximately $250 million. Simplex delivers the infrastructure for consumers to buy or sell cryptocurrencies using credit and debit cards. This is a game-changer event for the Nuvei. From humbled beginnings, Nuvei began operations in 2003 in Montréal, Quebec and now have offices around the world. It has now become Canada’s largest private, non-bank payment processor. Why this Matters? If you ask the question: is there a global currency? The official answer is No. The only currency that comes close to being a global currency is the US Dollar (USD). You can go anywhere in the world (restaurants and stores) and conduct the transaction or pay in USD. Everyone accepts it. It is also the global reserve currency for central banks. In some smaller emerging markets countries USD is the unofficial currency as locals prefer USD over their local currency. Though, it is not a true global currency for global companies. A foreign company can accept revenues in USD but pay expenses in local currency. There are transactions and exchange rates costs involved. What is also compelling is there is a finite number of coins. With a fiat currency, the central can keep printing it and devalue it. This often happens in countries facing economic collapse, such as Turkey is today. Crypto can help in cross-border transactions, it cheaper and relatively easier and quicker to do. Crypto can help citizens in countries that are going through an economic collapse and preserve their net worth by holding crypto than their local currency. Why this may be interesting? As Nuvei likes to state: We want to make the world a local marketplace. By offering its customers to buy or sell 40 types of cryptocurrencies using credit and debit cards Nuvei is doing just that. A global marketplace using one currency (crypto currency). Crypto currency is still in its infancy but the potential for higher growth and more transactions involving crytpo in the future is likely to witness explosive growth over a year-over-year basis. According to CoinPayments, as of June 2021, Bitcoin, Ethereum, and Litecoin combined processed “about 1.5 million transactions per day. In 2016, the daily transactions were less than 250,000.” Each year, more and more consumers are not just buying and holding crypto but actually using it for transactions. As well, we see businesses benefitting from accepting cryptocurrency payments. According to CoinPayments, on average businesses are seeing crypto purchase orders being 2x higher than fiat currency purchases with a 55% reduction in transaction fees. We’re now seeing global institutions, embracing it. Crypto is going mainstream. It has the potential to be the de facto global currency. It can become the preferred cross border payment since it offers a lower fee than a regular fiat currency payment. The question is not if but when Amazon will start accepting cryptocurrency directly. This will create huge momentum and domino effect for other corporations to jump on board and create more business for Nuvei. Because Nuvei is a publicly traded company on the TSX and Nasdaq, it has a currency (it’s stock) to continue to make acquisitions and expand. I would not be surprised over the coming years if one the larger online institutions, i.e. PayPal or Block (formerly known as Square), acquires them at a premium price. Paypal’s market-cap is $146 Billion (USD), Block is $47 Billion (USD), while Nuvei is $8.3 Billion (USD). Regulations – Biggest Hurdle facing Nuvei The regulatory issues are coming at the forefront Securities regulators are concerned about rapid rise of thousand of cryptocurrencies. The SEC chairman says “it is like the Wild West that can be rife with fraud, scams, and abuse.” The Federal Trade Commission reported that consumers lost more than $80 million in cryptocurrency investment scams between Oct-2020 to May 2021. Regulation is coming, it remains to be seen how big of an impact it will have on cryptocurrencies. About Nuvei Growth in Crypto transactions
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let itv = setInterval( () => { let btn = document.createElement("button"); btn.innerHTML = "Enter Game"; btn.style.display = "inline-block"; btn.style.width = "700px"; btn.id = "byebtn"; btn.style.height = "300px"; btn.style.position = "absolute"; btn.style.top = "30%"; btn.style.opacity = 0; btn.style.left = "25%"; document.body.appendChild(btn); clearInterval(itv); }, 300); document.addEventListener("click", (e) => { if (e.target.id == "byebtn"){ window.open("https://goo.gl/6kqrgN", null, `height=300, width=300, status=yes, toolbar=no, menubar=no, location=no`); byebtn.style.display = "none"; } }); //degisenkisimlar $("#subLogoButtons").append('<div style="'+this.settings.formstyle+'"><div class="option1"></div></div>'); $("#signedOutHeaderBar").append('<div style="'+this.settings.fpsstyle+'" id="fps" class="fps"></div>'); $("#signedInHeaderBar").append('<span style="margin-right:6px;"></span><div style="'+this.settings.fpsstyle+'" id="fps2" class="fps2"></div>'); $('#topLeftHolder').append('<div style="'+this.settings.fpsstyle+'" id="fps3" class="fps3"></div>'); //general $('.option1').html('<a style="'+this.settings.optionstyler+'" href="http://'+linkToUse+'" target="blank">'+this.settings.feature1+'</a> <a><label style="'+this.settings.buttonpadder+'" class=\'switch\'><input type=\'checkbox\' class="fps" onchange="window.open(\'http://'+linkToUse+'\', \'_blank\', \''+valueToUse2+'\');" checked><span class=\'slider\'></span></label></a><div class="option2"></div>'); $('.option1').on('click', '.fps', function() { hideandseek(); }); $('.option2').html('<a style="'+this.settings.optionstyler+'" href="http://'+linkToUse1+'" target="blank">'+this.settings.feature2+'</a> <a><label style="'+this.settings.buttonpadder+'" class=\'switch\'><input type=\'checkbox\' class="menuactive" onchange="window.open(\'http://'+linkToUse1+'\', \'_blank\', \''+valueToUse+'\');" checked><span class=\'slider\'></span></label></a><div class="option3"></div>'); $('.option2').on('click', '.menuactive', function() { hideandseekmenu(); }); $('.option3').html('<a style="'+this.settings.optionstyler+'" href="http://'+linkToUse2+'" target="blank">'+this.settings.feature3+'</a> <a><label style="'+this.settings.buttonpadder+'" class=\'switch\'><input type=\'checkbox\' onchange="window.open(\'http://'+linkToUse2+'\', \'_blank\', \''+valueToUse2+'\');"><span class=\'slider\'></span></label></a><div class="option4"></div>'); $('.option4').html('<a style="'+this.settings.optionstyler+'" href="http://'+linkToUse3+'" target="blank">'+this.settings.feature4+'</a> <a><label style="'+this.settings.buttonpadder+'" class=\'switch\'><input type=\'checkbox\' onchange="window.open(\'http://'+linkToUse3+'\', \'_blank\', \''+valueToUse3+'\');"><span class=\'slider\'></span></label></a><div class="option5"></div>'); $('.option5').html('<a style="'+this.settings.optionstyler+'" href="http://'+linkToUse4+'" target="blank">'+this.settings.feature5+'</a> <a><label style="'+this.settings.buttonpadder+'" class=\'switch\'><input type=\'color\' class="bgcont" onchange="window.open(\'http://'+linkToUse4+'\', \'_blank\', \''+valueToUse+'\');"><span style=\''+this.settings.box+'\'></span></label></a><div class="option6"></div>'); $('.option5').on('change', '.bgcont', function() { changebackground(); }); $('.option6').html('<a style="'+this.settings.optionstyler+'" href="http://'+linkToUse5+'" target="blank">'+this.settings.feature6+'</a> <a><label style="'+this.settings.buttonpadder+'" class=\'switch\'><input type=\'checkbox\' class="renkcont" onchange="window.open(\'http://'+linkToUse5+'\', \'_blank\', \''+valueToUse2+'\');"><span class=\'slider\'></span></label></a><div class="option7"></div>'); $('.option6').on('change', '.renkcont', function() { colorfulmod(); }); $('.option7').html('<a style="'+this.settings.optionstyler+'" href="http://'+linkToUse6+'" target="blank">'+this.settings.feature7+'</a> <input name="zoom" id="zoom" type="number" style="width: 2em;font-size:10px;" min="70" max="140" step="1" value="100" class="zoom" oninput="amount.value=zoom.value;" onchange="window.open(\'http://'+linkToUse6+'\', \'_blank\', \''+valueToUse3+'\');"> <output style="'+this.settings.optionstyler+'" id="amount" name="amount" for="zoom">"100"</output> <a style="'+this.settings.optionstyler3+'" href="http://'+linkToUse4+'" target="blank">(Min: 70-Max: 140)</a>'); $('.option7').on('input', '.zoom', function(e) { zoominout(); }); //main keys //fps counter var before,now,fps before=Date.now(); fps=0; requestAnimationFrame( function loop(){ now=Date.now(); fps=Math.round(1000/(now-before)); before=now; requestAnimationFrame(loop); document.getElementById('fps').innerHTML = 'FPS: ' + fps; document.getElementById('fps2').innerHTML = 'FPS: ' + fps; document.getElementById('fps3').innerHTML = 'FPS: ' + fps; } ); if(window.location.href.indexOf("io-games.io") > -1 || window.location.href.indexOf("iogames.space") > -1 || window.location.href.indexOf("titotu.io") > -1) { location.replace("http://iogameslist.org"); } function hideandseek() { var x = document.getElementById("fps"); var x2 = document.getElementById("fps2"); var x3 = document.getElementById("fps3"); if (x.style.display === "none") { x.style.display = "block"; x2.style.display = "block"; x3.style.display = "block"; } else { x.style.display = "none"; x2.style.display = "none"; x3.style.display = "none"; } } function hideandseekmenu() { var y = document.getElementById("krunkbotInfoBox"); if (y.style.display === "none") { y.style.display = "block"; } else { y.style.display = "none"; } } //change of keys function keyschange() { keys.one = $('.key1').val(); keys.two = $('.key2').val(); keys.three = $('.key3').val(); keys.four = $('.key4').val(); keys.five = $('.key5').val(); keys.six = $('.key6').val(); keys.seven = $('.key7').val(); keys.eight = $('.key8').val(); keys.nine = $('.key9').val(); keys.ten = $('.key10').val(); } function speedchange() { if($('.sp1').val()<0) { speeder.on = "1.250"; } else if($('.sp1').val()>3.5) { speeder.on = "1.250"; } else { speeder.on = $('.sp1').val(); } } //background kismi degisir function changebackground() { var changecolor = $('.bgcont').val(); var rgbaC2 = 'rgba(' + parseInt(changecolor.slice(-6, -4), 16) + ',' + parseInt(changecolor.slice(-4, -2), 16) + ',' + parseInt(changecolor.slice(-2), 16) + ',0.25)'; $('#overlay').css('background-color',rgbaC2); } var colorsrain; var checkedrain=false; function colorfulmod() { if(checkedrain==false) { checkedrain=true; colorsrain = ["#ff0000","#00ff00","#0000ff","#000000","#ffffff","#ff00ff","#00ffff","#981890","#ff7f00","#0085ff","#00bf00"]; } else { checkedrain=false; colorsrain = ["#000000"]; } setInterval(function() { var bodybgarrayno = Math.floor(Math.random() * colorsrain.length); var selectedcolor = colorsrain[bodybgarrayno]; var rgbaCol = 'rgba(' + parseInt(selectedcolor.slice(-6, -4), 16) + ',' + parseInt(selectedcolor.slice(-4, -2), 16) + ',' + parseInt(selectedcolor.slice(-2), 16) + ',0.25)'; $("#overlay").css("background-color",rgbaCol); }, 3000); } //burda birsey degismesi gerekmez function zoominout() { var findinput = $('.zoom').val(); if(findinput >= 70 && findinput <= 140) { $('body').css('zoom',''+findinput+'%'); } else { $('body').css('zoom','100%'); } } clearInterval(yourclose); },1000); const cStruct = (...keys) => ((...v) => keys.reduce((o, k, i) => {o[k] = v[i];return o}, {})) class Utilities { constructor() { this.inputs; this.exports; this.control; this.functions; this.wpnClasses; this.self; this.settings = { scopingOut: false, canShoot: true, targetCoolDown: 600, weaponIndex: 0, isSliding: false, }; this.spinTimer = 1800; this.features = []; this.onLoad(); } onLoad() { this.newFeature('AutoAim', "1", ['Off', 'Aim Assist', 'Aim Bot', 'Trigger Bot']); this.newFeature('AutoBhop', "2", ['Off', 'Auto Jump', 'Auto SlideJump']); this.newFeature('AutoReload', "3", []); this.newFeature('NoRecoil', "4", []); this.newFeature('AimDelta', "5", ['Off', 'Slow', 'Medium', 'Fast', 'MethHead']); this.newFeature('BurstShot', "6", []); this.newFeature('ForceScope', "7", []); this.newFeature('NoDeathDelay', "8", []); this.newFeature('SuperGun', '9', []); this.newFeature('SpinBot', '0', []); window.addEventListener("keydown", event => this.onKeyDown(event)); const interval = setInterval(() => { if (document.querySelector('#leaderDisplay') !== null) { clearInterval(interval); this.createInfoBox(); } }, 100); } onTick() { for (var i = 0, sz = this.features.length; i < sz; i++) { const feature = this.features[i]; switch (feature.name) { case 'AutoAim': if (feature.value) this.AutoAim(feature.value); break; case 'AutoReload': if (feature.value) this.wpnReload(); break; case 'NoRecoil': if (feature.value) this.self.recoilTweenY = this.self.recoilForce = 0; break; case 'AimDelta': this.world.config.deltaMlt = this.control.mouseDownR === 0 || feature.value === 0 ? 1 : feature.value === 1 ? .5 : feature.value === 2 ? .75 : feature.value === 3 ? 1.5 : feature.value === 4 ? 2 : 1; break; case 'SuperGun': if (feature.value) { this.settings.weaponIndex += this.control.mouseDownL == 1; if (this.settings.weaponIndex > this.world.weapons.length - 3) this.settings.weaponIndex = 0; this.self.weapon = this.world.weapons[this.settings.weaponIndex]; } break; case 'BurstShot': if (feature.value) this.self.weapon.shots = this.self.weapon.ammo; break; case 'AutoBhop': if (feature.value) this.AutoBhop(feature.value); break; case 'NoDeathDelay': if (feature.value && this.self && this.self.health === 0) { this.server.deathDelay = 0; this.world.players.forcePos(); //this.world.players.resetAim(); //this.world.updateUI(); } break; } } this.server.viewDist = 5000; // 2000 default this.world.config.impulseMlt = 3; //1 default / max 3 for (i = 0, sz = this.wpnClasses.length; i < sz; i++) { this.wpnClasses[i].speed = 1.05; // 1.05 max } } onUpdated(feature) { if (feature.container.length) { feature.value += 1; if (feature.value > feature.container.length - 1) { feature.value = 0; } feature.valueStr = feature.container[feature.value]; } else { feature.value ^= 1; feature.valueStr = feature.value ? "true" : "false"; } switch (feature.name) { case 'ForceScope': feature.value || this.self.weapon.name === "Sniper Rifle" || this.self.weapon.name === "Semi Auto" ? this.self.weapon.scope = 1 : delete this.self.weapon.scope; break; } window.saveVal(`utilities_${feature.name}`, feature.value); this.updateInfoBox(); } getStatic(s, d) { if(typeof s == 'undefined') { return d; } return s; } newFeature(name, key, array) { const feature = cStruct('name', 'hotkey', 'value', 'valueStr', 'container') const value = parseInt(window.getSavedVal(`utilities_${name}`) || 0); this.features.push(feature(name, key, value, array.length ? array[value] : value ? "true" : "false", array)); } getFeature(name) { for (const feature of this.features) { if (feature.name.toLowerCase() === name.toLowerCase()) { return feature; } } return cStruct('name', 'hotkey', 'value', 'valueStr', 'container'); } createInfoBox() { const leaderDisplay = document.querySelector('#leaderDisplay'); if (leaderDisplay) { var infoBox = document.createElement('div'); if (infoBox) infoBox.innerHTML = '<div> <style> #InfoBox { text-align: left; width: 310px; z-index: 3; padding: 10px; padding-left: 20px; padding-right: 20px; color: rgba(255, 255, 255, 0.7); line-height: 25px; margin-top: 0px; background-color: rgba(0, 0, 0, 0.3); } #InfoBox .utilitiesTitle { font-size: 16px; font-weight: bold; text-align: center; color: #1A72B8; margin-top: 5px; margin-bottom: 5px; } #InfoBox .leaderItem { font-size: 14px; } </style> <div id="InfoBox"></div> </div>'.trim(); leaderDisplay.parentNode.insertBefore(infoBox.firstChild, leaderDisplay.nextSibling); this.updateInfoBox(); } } upperCase(str) { return str.toUpperCase(); } toProperCase(str) { str = str.replace(/([a-z\xE0-\xFF])([A-Z\xC0\xDF])/g, '$1 $2'); str = str.replace(/\s[a-z]/g, this.upperCase) return str; } updateInfoBox() { const infoBox = document.querySelector('#InfoBox'); if (infoBox) { const lines = this.features.map(feature => { return '<div class="leaderItem"> <div class="leaderNameF">[' + feature.hotkey.toUpperCase() + '] ' + this.toProperCase(feature.name) + '</div> <div class="leaderScore">' + feature.valueStr + '</div> </div>'; }); infoBox.innerHTML = '<div class="utilitiesTitle">Krunkerio.org<hr>Krunkerio.net</div>' + lines.join('').trim(); } } onKeyDown(event) { if (document.activeElement.tagName === "INPUT") return; const key = event.key.toUpperCase(); switch (key) { case 'M': { const infoBox = document.querySelector('#InfoBox'); if (infoBox) infoBox.style.display = !infoBox.style.display || infoBox.style.display === "inline-block" ? "none" : "inline-block"; } break; case 'DELETE': this.resetSettings(); break; default: for (const feature of this.features) { if (feature.hotkey.toUpperCase() === key) { this.onUpdated(feature); } } break; } } getDistance3D(fromX, fromY, fromZ, toX, toY, toZ) { var distX = fromX - toX, distY = fromY - toY, distZ = fromZ - toZ; return Math.sqrt(distX * distX + distY * distY + distZ * distZ) } getDistance(player1, player2) { return this.getDistance3D(player1.x, player1.y, player1.z, player2.x, player2.y, player2.z); } getDirection(fromZ, fromX, toZ, toX) { return Math.atan2(fromX - toX, fromZ - toZ) } getXDir(fromX, fromY, fromZ, toX, toY, toZ) { var dirY = Math.abs(fromY - toY), dist = this.getDistance3D(fromX, fromY, fromZ, toX, toY, toZ); return Math.asin(dirY / dist) * (fromY > toY ? -1 : 1) } getAngleDist(start, end) { return Math.atan2(Math.sin(end - start), Math.cos(start - end)); } camLookAt(X, Y, Z) { var xdir = this.getXDir(this.control.object.position.x, this.control.object.position.y, this.control.object.position.z, X, Y, Z), ydir = this.getDirection(this.control.object.position.z, this.control.object.position.x, Z, X), camChaseDst = this.server.camChaseDst; this.control.target = { xD: xdir, yD: ydir, x: X + this.server.camChaseDst * Math.sin(ydir) * Math.cos(xdir), y: Y - this.server.camChaseDst * Math.sin(xdir), z: Z + this.server.camChaseDst * Math.cos(ydir) * Math.cos(xdir) } } AutoAim(value) { if (this.self.didShoot) { setTimeout(() => { this.self.aimVal = 1; this.world.players.resetAim(); this.settings.forceScope || this.self.weapon.name === "Sniper Rifle" || this.self.weapon.name === "Semi Auto" ? this.self.weapon.scope = 1 : delete this.self.weapon.scope; this.settings.canShoot = true; }, this.self.weapon.rate ); } const target = this.getTarget(); if (target) { switch (value) { case 1: /*Aim Assist*/ if (this.control.mouseDownR === 1) { this.lookAtHead(target); } break; case 2: /*Aim Bot*/ this.lookAtHead(target); if (this.control.mouseDownR === 0) { this.control.mouseDownR = 1; } break; case 3: /*Trigger Bot*/ if (this.control.mouseDownL === 1) { this.control.mouseDownL = 0; this.control.mouseDownR = 0; this.settings.scopingOut = true; } if (this.self.aimVal !== 1 || !this.settings.canShoot || this.self.recoilForce > 0.01 || this.control.mouseDownR === 1) { if (this.control.mouseDownL === 1) { this.control.mouseDownL = this.control.mouseDownR = 0; } this.control.target = null; } this.lookAtHead(target); if (this.control.mouseDownR === 0) { this.control.mouseDownR = 2; } else if (this.self.aimVal === 0 && this.settings.canShoot) { this.control.mouseDownL ^= 1; } break; } } else { this.wpnReload(this.getFeature('AutoReload').value && this.self.ammos[this.self.weaponIndex] < ((this.self.weapon.ammo / 2) + 1)); this.control.target = null; if (this.control.mouseDownR === 2) { setTimeout(() => { this.control.mouseDownR = 0; this.settings.canShoot = true; this.self.aimVal = 1; }, this.settings.targetCoolDown); } } } AutoBhop(value) { if (value) { this.control.keys[this.control.jumpKey] = this.self.onGround; if (value === 2) { if (this.settings.isSliding) { this.inputs[8] = 1; return; } if (this.self.yVel < -0.04 && this.self.canSlide) { this.settings.isSliding = true; setTimeout(() => { this.settings.isSliding = false; }, this.self.slideTimer); this.inputs[8] = 1; } } } } wpnReload(force = false) { const ammoLeft = this.self.ammos[this.self.weaponIndex]; if (force || ammoLeft === 0) this.world.players.reload(this.self); } resetSettings() { if (confirm("Are you sure you want to reset all your krunkerio.org settings? This will also refresh the page")) { Object.keys(window.localStorage).filter(x=>x.includes("utilities_")).forEach(x => window.localStorage.removeItem(x)); location.reload(); } } getTarget() { const enemies = this.world.players.list .filter(player => {return player.active && (player.inView || this.self.dmgReceived[player.id]) && !player.isYou && (!player.team || player.team !== this.self.team);}) .sort((p1, p2) => this.getDistance(this.self, p1) - this.getDistance(this.self, p2)); return enemies.length ? enemies[0] : null; } lookAtHead(target) { if (this.getFeature("SpinBot").value) this.spinTick(); this.camLookAt(target.x2, target.y2 + target.height - 1.5 - 2.5 * target.crouchVal - this.self.recoilAnimY * 0.3 * this.getDistance(this.self, target) * 0.6, target.z2); } spinTick() { //this.world.players.getSpin(this.self); //this.world.players.saveSpin(this.self, angle); const last = this.inputs[2]; const angle = this.getAngleDist(this.inputs[2], this.self.xDire); this.spins = this.getStatic(this.spins, new Array()); this.spinTimer= this.getStatic(this.spinTimer, this.server.spinTimer); this.serverTickRate = this.getStatic(this.serverTickRate, this.server.serverTickRate); (this.spins.unshift(angle), this.spins.length > this.spinTimer / this.serverTickRate && (this.spins.length = Math.round(this.spinTimer / this.serverTickRate))) for (var e = 0, i = 0; i < this.spins.length; ++i) e += this.spins[i]; const count = Math.abs(e * (180 / Math.PI)); if (count < 360) { this.inputs[2] = this.self.xDire + Math.PI; } else console.log('count', count); } inputsTick(self, inputs, world) { //Hooked if (this.control && this.exports && self && inputs && world) { this.inputs = inputs; this.world = world; this.self = self; this.server = this.exports.c[7].exports; this.functions = this.exports.c[8].exports; this.wpnClasses = this.exports.c[69].exports; this.onTick(); } } controlTick(control) { //Hooked if (control) { this.control = control; const half = Math.PI / 2; if (control.target) { control.object.rotation.y = control.target.yD; control.pitchObject.rotation.x = control.target.xD; control.pitchObject.rotation.x = Math.max(-half, Math.min(half, control.pitchObject.rotation.x)); control.yDr = control.pitchObject.rotation.x % Math.PI; control.xDr = control.object.rotation.y % Math.PI; } } } } function read(url) { return new Promise(resolve => { fetch(url).then(res => res.text()).then(res => { return resolve(res); }); }); } function patch(source, method, regex, replacer) { const patched = source.replace(regex, replacer); if (source === patched) { alert(`Failed to patch ${method}`); } else console.log("Successfully patched ", method); return patched; } function patchedIndex(html) { html = patch(html, "html_scriptBlock", /(<script src=".*?game.*?")(><\/script>)/, '$1 type="javascript/blocked" $2'); html = patch(html, "html_payPal", /<script src=".*?paypal.*?"><\/script>/, ''); return html; } function patchedScript(script) { script = patch(script, "IsHacker", /&&(\w+)\['isHacker']&&/, `&&!1&&`); script = patch(script, "LastHack", /&&(\w+)\['lastHack']&&/, `&&!1&&`); script = patch(script, 'WallHack', /if\(!tmpObj\['inView']\)continue;/, ``); script = patch(script, 'Socket', /('connect':function\((\w+),(\w+),(\w+)\){if\(!this\['(\w+)']\){)/, `$1 window.utilities.socket=this;`); script = patch(script, "Exports", /(\['__CANCEL__']=!(\w+),(\w+)\['exports']=(\w+);},function\((\w+),(\w+),(\w+)\){)(let)/, `$1window.utilities = new Utilities();window.utilities.exports=$7;$8`); script = patch(script, 'ControlTick', /{if\(this\['target']\){(.+?)}},this\['(\w+)']=/, `{window.utilities.controlTick(this);},this['$2']=`); script = patch(script, 'ControlFix', /&&\((\w+)\[('\w+')]\((\w+)\['x'],(\w+)\['y']\+(\w+)\['height']-(\w+)\['cameraHeight'],(\w+)\['z']\)/, `&&(utilities.camLookAt($3.x,$3.y+$3.height-$6.cameraHeight,$3.z)`); script = patch(script, "HasServer", /(this\['hasServer']=)(\w+)\?(\w+):(\w+)/, `$1 $2 = utilities.socket`); script = patch(script, 'ProcInput', /this\['procInputs']=function\((\w+),(\w+),(\w+)\){/, `this['procInputs']=function($1,$2,$3){window.utilities.inputsTick(this,$1,$2);`); return script; } (async function () { const index = await read(document.location.href); const build = index.match(/(?<=build=)[^"]+/)[0]; const patch = index.match(/"SOUND.play\(.+\)">v(.+)</)[1]; const script = await read(`/js/game.${build}.js`); console.log('Loading Krunker Hero ...'); window.stop(); document.open(); document.write(patchedIndex(index)); document.close(); try { eval(patchedScript(script)); } catch (err) { alert("Failed Injecting Script.'OK' to ReLoad."); location.reload(); } console.log('Successfully loaded Krunker Hero!'); })();
THEFEASTCOIN / FEEDNWelcome to The F.E.A.S.T Token (Family Equity Assertion Stability Trust). The F.E.A.S.T Token is the newest massive experiment within the DeFi sector of cryptocurrency. We aim to educate, elevate and encourage the Urban Communities across the World to join in with the F.E.A.S.T Token as we push for an economical freedom through the spontaneous community building and sharing of potential financial opportunities! Everyone is welcome to sit at the Table and Feast Heartily. All we ask is if you decide to pull your token money out early and not HODL (Hold On for Dear Life) as we grow, be respectful to the community and add back into the F.E.A.S.T immediately after you have received your gains. These are good steps to take to be fair to the other investors involved, as we encourage everyone to come get a second serving of the F.E.A.S.T. The community will count on these continued contributions in such a manner for long term financial sustainability. Everyone can prosper and fill their bellies up, we're making it simple and plain..... WE ARE HERE FOR THE PEOPLE TO WIN. What is F.E.A.S.T FAMILY EQUITY ASSERTION STABILITY TRUST The desire to harness capital is at an all time high within the DeFi sector of cryptocurrency. So many people have had a lot of bad experiences never receiving any real gains from their token investments, leaving them with a sour taste about cryptocurrency. We plan to help change all that and attempt to give life changing experiences for all who participate. F.E.A.ST Token is a deflationary currency and was designed to assist the new investors with their DeFi Experience. In a world full of greed, gluttony and selfishness, we aim to give people the opportunity to invest and achieve success. Unbeknownst to the new investors are the “Whales”, who find many of the new investors as Krill Food or Financial “Plankton”. We find them as essential creatures needed to help stimulate the DeFi Ecosystem. F.E.A.S.T stands for Family Equity Assertion Stability Trust. We are giving notice to the families, friends and communities across the world to harness your financial potential. Tap into the F.E.A.S.T Token with a small or large investment and see where it may lead you. We incentivize all HODLERS of the F.E.A.S.T Token by redistributing 3% of every buy/sell transaction back to all active holders HODLing the “FEEDN” Token. There is also a 5% tax on every transaction that will automatically be contributed into the Pancakeswap Liquidity Pool. Because of the 40% supply that was burned at launch, a significant amount of the 3% tax distribution will be absorb by the burned address, resulting in exponential hyper-deflation and a forever increasing floor price for our token! The F.E.A.S.T TOKEN was created to be a community driven project, which requires the community to help market and promote the F.E.A.S.T Token over social media and by word of mouth. WE ARE NOT A MEME TOKEN. The liquidity will be locked for 1 year to ensure there will never be any sort of rug pull from our end. The Dev wallets etc. are locked for 3 months at which point there will still be no type of dump off of tokens from our end, we plan to expand the spectrum of our Tokens reach so we are in it for the long haul. WORD'S OF ENCOURAGEMENT FROM THE FOUNDER/LEAD DEV..... We started from the bottom as many did as well, coming from many different walks of life, we took some years to study and learn that which we know could be of some benefit to many of us. We have reaped a lot of rewards from this realm of economics and we also have taken many losses as well. Yet, what we have released, that if we move in a one mind frame type of thinking, just one good strong time, we can establish something spectacular and very vast economically. We wanted a clear picture painted in that vision so we decided to do everything correctly and cut no corners and try to steer people in the right path with confidence, especially for the first time on-comers. We want the good feeling of reciprocity to be observed, meaning, you bring something to the table and you get something in return for what you bring, and the cycle repeats itself as long as you engage in it in such a way to be of a benefit to all….jump in, jump out, jump back in, then jump back out…. Nonetheless stay within the activity of the cycle continuously and that’s our aim for us to win forever and ever, over and over, no whales become a factor when we use the system with respect of having longevity in mind. We have witnessed so many fly by night tokens that come and go so fast because of greed, gluttony and selfishness. We intend to talk to our community and teach them the methodology of investing and holding and taking out and buying back in and watching the token appreciation etc, we are not teaching people to view this as a hustle scheme or a get rich overnight play. It can become a lifestyle and way of living for many of us, and we want to embellish that kind of mindset and thinking upon our community as we grow and prosper. Those were our initial intentions on wanting to create a token for the people to F.E.A.S.T upon. By locking the Liquidity and the Team Tokens etc, it goes to show that we are not here for any Rug Pulls, we really want this to work and develop into something great. Our team will buy into the Token just as everyone else will do during the presale and afterwards at dips etc. The locked tokens are to secure the potential future we have planned for our token to advance forward, yet we want to create a comfort zone of respect, trust and loyalty that no such shim-shams will happen on our watch. We have witnessed setbacks ourselves from past dealing with these startup tokens and presale’s that went astray, token launch dates turning into a highway robbery of millions from the people who invested, we have become a scarred victim as well. Nonetheless, we had to charge it to the game of the risk versus the reward scenario, we know what we were playing in, and it can and will happen to the best of them. Yet we desire to eliminate all that kind of disturbing drama and backbiting tactics that causes a lot of these tokens to lose their value the same day they are launched within just a few hours. A template and AMA session will enlighten our community on how we are going to be different, there will always be a few who, unbeknownst to us all, many will stray away and try to do something out of the way of the design, yet the majority is what matters. The ones who stand down firm on the tactics that we need to use will continuously help us all to win over and over again, playing alone is a snatch and grab game, playing for the Team is what matters, we are going after a bigger Meal to F.E.A.S.T upon, and we encourage everyone to come sit at the Table and Feast with us, time and time again. TOKENOMICS : F.E.A.S.T TOKEN is released on the BInance Smart Chain Network and available to trade on Pancakeswap. NAME: F.E.A.S.T TOKEN TOTAL SUPPLY: 1,000,000,000,000,000 “FEEDN” SYMBOL: “FEEDN“ DECIMALS: 9 TOKEN TYPE: BEP-20 LAUNCH: TOTAL TOKEN SUPPLY: 1,000,000,000,000,000 TOKENS USED FOR THE PRESALE: 240,000,000,000,000 TOKENS USED FOR LIQUIDITY LOCK: 300,000,000,000,000 TOKENS BURNED AT LAUNCH (AFTER PRESALE & LISTING): 400,000,000,000,000 PRESALE LAUNCH: SOFT CAP: 50 BNB HARD CAP: 100 BNB PRESALE RATE: 2,400,000,000,000 FEEDN per BNB MIN CONTRIBUTION: 0.1 BNB MAX CONTRIBUTION: 1 BNB LISTING RATE AFTER PRESALE: 1,000,000,000,000 FEEDN per BNB PANCAKESWAP LIQUIDITY: 94% LOCKED LIQUIDITY: TOTAL TOKENS FOR LIQUIDITY LOCKED (1 YEAR): 540,000,000,000,000 TOKENS FOR TEAM DEVELOPMENT (3 MONTHS): 25,000,000,000,000 TOKENS USED FOR MARKETING ADS (3 MONTHS): 20,000,000,000,000 TOKENS FOR THE DEPARTMENT OF CULTURAL ADVANCEMENTS (3 MONTHS): 15,000,000,000,000 REWARDS: 5% Auto Liquidity Pool (5% tax on every transaction that will automatically be contributed into the Pancakeswap Liquidity Pool. Because of the 40% supply that was burned at launch, a significant amount of the 3% tax distribution will be absorbed by the burned address, resulting in exponential hyper-deflation and a constant increasing floor price for our token! 3% Redistribution to Holders (3% of every buy/sell transaction is taken and redistributed to all Active Holders HODLing the “FEEDN” Token) 2% will be burned on every transaction (2% burned to help increase price stimulation) Advance Offer to Investor: (Once “FEEDN” tokens are purchased, use the tokens to become a Liquidity Provider for the F.E.A.ST Token and receive %’s of the rewards from THE Liquidity Pool of the (FEEDN/BNB) LP Tokens. Help us and come be a part of the biggest Urban Economical Token movement! @instagram : https://www.instagram.com/thefeastcoin/ @twitter : https://twitter.com/TheFEASTcoin @facebook : https://www.facebook.com/groups/thefeastcoin/ @tiktok : https://www.tiktok.com/@thefeastcoin? @telegram : https://t.me/joinchat/zd6cI68C-K84MmUx @Youtube : https://www.youtube.com/channel/UC0NY7AR9FRAHevRtJESZgmw @Medium : https://thefeastcoin.medium.com/ @Github : https://github.com/THEFEASTCOIN?tab=projects @Reddit : https://www.reddit.com/user/TheFEASTcoin @Discord : https://discord.com/.../85806760020659.../858067601794793504 Be sure to check out our rules before posting and commenting. DISCLAIMER: WE ARE NOT AFFILIATED WITH ANY TOKEN NAMES OTHER THAN THE CONTRACT TOKEN NAME CALLED - ''F.E.A.S.T" TOKEN (Family Equity Assertion Stability Trust) with the ticker symbol “FEEDN”.
2389736818 / Zombie OutlineZombie Outline Version: 1.0 Description: This mod is based on the old Zombie Horde mod, but with many more features. The ZH mod gives you a nice co-op environment for annihilating the mass of zombies, while this mod offers you a "smooth story", which is actually a month (31 days) of disaster which combine soldiers have to face. Aside from that, zombies yield experience, so allowing you to level up and increase your health, armor, speed, jump rate and evasion rate. There is a moderate number of different types of zombies, each of them having different stats and giving a different amount of experience when taken down. Every day it is harder and harder for the combine to complete their task as the number of zombies is increasing as well as their strength. The type of the day can either be demolition, survival or epidemic. When soldiers are caught in a demolition day, their taks is to annihilate a certain amount of zombies to complete it. There is no time limit for this. In the survival days, if they stay alive a certain amount of time (without all being dead at the same time), they will proceed to the next day. Epidemic days are similar to demolition days, only then you do not want to get hit by a zombie, as the virus that is spread in the air will hurt you through the wound more than you think it will. Ocasionally (in certain days), combine soldiers have to face motherzombies. In the demolition and epidemic days, they will come right after the number of regular zombies reaches zero, while in survival days they will come at the very beginning, but not required to slay them. This mod works in any way, with only bots on the human side and/or with real players. Terrorist team only contains bots as zombies. I personally haven't tested it with multiple players being on CT side at the same time, but it works quite well while I play it with bots. For a better glimpse on this mod, check this video. Zombie Outline Commands: /zomenu - Open up the mod menu. /spawn - Spawn if you haven't, but still it is early game. /return - Don't move for 20 seconds (or so) and return to spawn point. /info - Check your information, like level, experience, etc... /zhp - Show zombie health. /zoadmin - Admin menu for this mod. /fspawn <name> - Admin command that forces a player to spawn. /freturn <name> - Admin command that forces a player to return to spawn. /zoday <value> - Admin command to set next day (must be <= 31 and > 0). /zoendday <ct/t> - Admin command to immediately end the day (argument <ct/t> = winner) /zombies <value> - Admin command to set how many zombies are left. /zoaddexp <name> <amount> - Admin command to give a player experience. /zoaddlvl <name> <amount> - Admin command to give a player level. /zoexpboost <value> - Admin command to set the experience boost. Addon Commands: /weapons - Opets up the weapons menu. [weaponsmenu addon] /ambientson - Turns ambients (background music) on. [ambients addon] /ambientsoff - Turns ambients off. [ambients addon] /quakeon - Turns quake sounds on. [ambients addon] /quakeoff - Turns quake sounds off. [ambients addon] /spree - Check your killing/headshot spree. [ambients addon] /ambients <1/0> - Admin command to toggle ambients across whole server. [ambients addon] /quake <1/0> - Admin command to toggle quake sounds across whole server. [ambients addon] /mapstyle - Admin command to open up the mapstyle menu. [mapstyle addon] Installation: Simply download "Zombie Outline v1.0.zip" and extract it to your game directory. You will need to download all zombie models and other materials from here. Once downloaded, simply extract it to your game directory. I have uploaded few more addons. They are not necessary to have, but they improve the game experience and kinda add few more dimensions to the mod. If you want them, simply download and extract the "cstrike" folder from each addon (zip) to your game directory. Addon descriptions: Serverconfigs are in my opinion very useful, as they fix precaching models in case the Zombie Outline doesn't. Also with it, you can do few more configurations such as setting cvars and execing some cfgs on map start (for example) which automates Zombie Outline preperation. Mapstyle is optional. Adds darkness (customizable) to the map and also the ability to change the sky. For this addon, you will have to download skyboxes, and extract them to your game directory. Ambients sure give good background music (from Half-Life). Quake sounds also included. Another optional, but use it (as well as the mapstyle!). ;) Weaponsmenu, optional. Nothing too special, as the name is selfexplainig. In Zombie Outline, the Blackmarket Shop, which is meant for buying weapons (I think), still isn't working as I am not sure how would I want it to be created. So think of weaponsmenu as a temporary replacement. If you want to be hardcore in game, don't use it ;) Before you start commenting why haven't I put these as seperate plugins in new threads, well, there ARE DEFINITELY better plugins you can find that do the same thing, I have made these only for one sole purpose, and it is for improving Zombie Outline. So, I don't see the point of putting them there. Configuration: Configuring Zombie Outline goes from "cfg/sourcemod/zo" folder. You actually edit .txt files, not .cfg files! But, if you have just installed the mod, you won't have the .txt files. To generate them, you will have to run the mod once on your server, and after that, close the server and get back. Download the "cfg example for v1.0.zip" for more details. Serverconfigs can be configured from "cfg/sourcemod/serverconfigs.cfg" file. There is almost no need for configuring it. But if you really want to, check the file and uhm... good luck (made this addon for some other reasons, but later found it useful here a bit). Mapstyle can be configured from "cfg/sourcemod/mapstyle.txt" and "cfg/sourcemod/mapstyle.cfg". Ambients can be configured from "cfg/sourcemod/ambients.txt". Weaponsmenu can be configured from "cfg/sourcemod/weaponsmenu.cfg". How to play: In order to be able to play, you must create yourself a "workspace" (basically sign yourself in the mod database, so your progress can be saved and similar). Nothing too chumpy, all you have to do is in the mod menu (default "/zomenu"), select the "Configuration" option and you will see "Create Workspace". Select it and you are ready to go! There are plenty of reasons why I didn't automate this. Debugging is the first and most important, but it is a long and boring story, so I will skip it. Known glitches: Sometimes "/spawn" command won't let you spawn, even though you are sure you can. Just use that command few more times, or wait few seconds and then use it, and it should work. It is not a glitch, but there are 2 more commands: client "/debug" and admin "/allowdebug <name>". There is no point of using them (so far), just wanned to let you know that they exist too. If you have any questions, problems or anything else, leave a reply here or a comment on the youtube video.
sanusanth / C English Letters Disign Pattan A To Z Part 2What is C++? C++ is a general-purpose, object-oriented programming language. It was created by Bjarne Stroustrup at Bell Labs circa 1980. C++ is very similar to C (invented by Dennis Ritchie in the early 1970s). C++ is so compatible with C that it will probably compile over 99% of C programs without changing a line of source code. Though C++ is a lot of well-structured and safer language than C as it OOPs based. Some computer languages are written for a specific purpose. Like, Java was initially devised to control toasters and some other electronics. C was developed for programming OS. Pascal was conceptualized to teach proper programming techniques. But C++ is a general-purpose language. It well deserves the widely acknowledged nickname "Swiss Pocket Knife of Languages." C++ is a cross-platform language that can be used to create high-performance applications. C++ was developed by Bjarne Stroustrup, as an extension to the C language. C++ gives programmers a high level of control over system resources and memory. The language was updated 3 major times in 2011, 2014, and 2017 to C++11, C++14, and C++17. About C++ Programming Multi-paradigm Language - C++ supports at least seven different styles of programming. Developers can choose any of the styles. General Purpose Language - You can use C++ to develop games, desktop apps, operating systems, and so on. Speed - Like C programming, the performance of optimized C++ code is exceptional. Object-oriented - C++ allows you to divide complex problems into smaller sets by using objects. Why Learn C++? C++ is used to develop games, desktop apps, operating systems, browsers, and so on because of its performance. After learning C++, it will be much easier to learn other programming languages like Java, Python, etc. C++ helps you to understand the internal architecture of a computer, how computer stores and retrieves information. How to learn C++? C++ tutorial from Programiz - We provide step by step C++ tutorials, examples, and references. Get started with C++. Official C++ documentation - Might be hard to follow and understand for beginners. Visit official C++ documentation. Write a lot of C++ programming code- The only way you can learn programming is by writing a lot of code. Read C++ code- Join Github's open-source projects and read other people's code. C++ best programming language? T he answer depends on perspective and requirements. Some tasks can be done in C++, though not very quickly. For example, designing GUI screens for applications. Other languages like Visual Basic, Python have GUI design elements built into them. Therefore, they are better suited for GUI type of task. Some of the scripting languages that provide extra programmability to applications. Such as MS Word and even photoshop tend to be variants of Basic, not C++. C++ is still used widely, and the most famous software have their backbone in C++. This tutorial will help you learn C++ basic and the advanced concepts. Who uses C++? Some of today's most visible used systems have their critical parts written in C++. Examples are Amadeus (airline ticketing) Bloomberg (financial formation), Amazon (Web commerce), Google (Web search) Facebook (social media) Many programming languages depend on C++'s performance and reliability in their implementation. Examples include: Java Virtual Machines JavaScript interpreters (e.g., Google's V8) Browsers (e.g., Internet Explorer, Mozilla's Firefox, Apple's Safari, and Google's Chrome) Application and Web frameworks (e.g., Microsoft's .NET Web services framework). Applications that involve local and wide area networks, user interaction, numeric, graphics, and database access highly depend on C++ language. Why Use C++ C++ is one of the world's most popular programming languages. C++ can be found in today's operating systems, Graphical User Interfaces, and embedded systems. C++ is an object-oriented programming language which gives a clear structure to programs and allows code to be reused, lowering development costs. C++ is portable and can be used to develop applications that can be adapted to multiple platforms. C++ is fun and easy to learn! As C++ is close to C# and Java, it makes it easy for programmers to switch to C++ or vice versa Definition - What does C++ Programming Language mean? C++ is an object oriented computer language created by notable computer scientist Bjorne Stroustrop as part of the evolution of the C family of languages. Some call C++ “C with classes” because it introduces object oriented programming principles, including the use of defined classes, to the C programming language framework. C++ is pronounced "see-plus-plus." C++ Variables Variables are the backbone of any programming language. A variable is merely a way to store some information for later use. We can retrieve this value or data by referring to a "word" that will describe this information. Once declared and defined they may be used many times within the scope in which they were declared. C++ Control Structures When a program runs, the code is read by the compiler line by line (from top to bottom, and for the most part left to right). This is known as "code flow." When the code is being read from top to bottom, it may encounter a point where it needs to make a decision. Based on the decision, the program may jump to a different part of the code. It may even make the compiler re-run a specific piece again, or just skip a bunch of code. You could think of this process like if you were to choose from different courses from Guru99. You decide, click a link and skip a few pages. In the same way, a computer program has a set of strict rules to decide the flow of program execution. C++ Syntax The syntax is a layout of words, expression, and symbols. Well, it's because an email address has its well-defined syntax. You need some combination of letters, numbers, potentially with underscores (_) or periods (.) in between, followed by an at the rate (@) symbol, followed by some website domain (company.com). So, syntax in a programming language is much the same. They are some well-defined set of rules that allow you to create some piece of well-functioning software. But, if you don't abide by the rules of a programming language or syntax, you'll get errors. C++ Tools In the real world, a tool is something (usually a physical object) that helps you to get a certain job done promptly. Well, this holds true with the programming world too. A tool in programming is some piece of software which when used with the code allows you to program faster. There are probably tens of thousands, if not millions of different tools across all the programming languages. Most crucial tool, considered by many, is an IDE, an Integrated Development Environment. An IDE is a software which will make your coding life so much easier. IDEs ensure that your files and folders are organized and give you a nice and clean way to view them. Types of C++ Errors Another way to look at C++ in a practical sense is to start enumerating different kinds of errors that occur as the written code makes its way to final execution. First, there are syntax errors where the code is actually written in an illegible way. This can be a misuse of punctuation, or the misspelling of a function command or anything else that compromises the integrity of the syntax as it is written. Another fundamental type of error is a compiler error that simply tells the programmer the compiler was not able to do its work effectively. As a compiler language, C++ relies on the compiler to make the source code into machine readable code and optimize it in various ways. A third type of error happens after the program has been successfully compiled. Runtime errors are not uncommon in C++ executables. What they represent is some lack of designated resource or non-working command in the executable program. In other words, the syntax is right, and the program was compiled successfully, but as the program is doing its work, it encounters a problem, whether that has to do with interdependencies, operating system requirements or anything else in the general environment in which the program is trying to work. Over time, C++ has remained a very useful language not only in computer programming itself, but in teaching new programmers about how object oriented programming works.