Descent direction is computed using AON assignment and directions at and . By going down through that list, we slightly increase computing time in each iteration but we will need less iterations to reach a given gap. Let’s equilibrate traffic within our small network, first we need to ...
(obj->flags & OF_INPLAYERINVENTORY)) // not in the player's inventory return; // go through all the players and look for the object for (int i = 0; i < MAX_PLAYERS; i++) { if (Players[i].inventory.CheckItem(objhandle, -1)) { // this player has it!! mpr...
Atmel库存列表:GAL16V8D-15LJ ADS7846E 74HC4053D MAX3232CUE+T MAX1745EUB+T TA75S393F EP05Q04 RTL8019AS-LF MAX3082CSA+ RTL8139C MC145436AP MAX3232CPE+ MAX1623EAP EPM3032ATC44-10N MUR620CT MAX038CPP+ DAC7611U PIC12C508A-04/SM OPA336UA TS4990EIJT
char countpath[_MAX_PATH * 2]; CFILE *cfp; strcpy(countpath, file); strcat(countpath, ".cnt"); cfp = cfopen(countpath, "rb"); if (cfp) { Times_game_restored = cf_ReadInt(cfp); cfclose(cfp); } else { Times_game_restored = 0; } Times_game_restored++; cfp...
char countpath[_MAX_PATH * 2]; CFILE *cfp; strcpy(countpath, file); strcat(countpath, ".cnt"); cfp = cfopen(countpath, "rb"); if (cfp) { Times_game_restored = cf_ReadInt(cfp); cfclose(cfp); } else { Times_game_restored = 0; } Times_game_restored++; cfp ...
{ // look for a betty4pack and remove the sucker int id; id = FindObjectIDName("Betty4Pack"); for (i = 0; i < MAX_OBJECTS; i++) { if (Objects[i].type == OBJ_DUMMY && Objects[i].dummy_type == OBJ_POWERUP && Objects[i].id == id) { // here's a betty ...
{ // there is an item of that type/id already, just increase it's count newnode->count++; // mprintf((0,"Inventory: Item #%d (%s) Count increased to %d\n",count,newnode->name,newnode->count)); } } // its a new item type/id, so fill in its info if (new...
{ // look for a betty4pack and remove the sucker int id; id = FindObjectIDName("Betty4Pack"); for (i = 0; i < MAX_OBJECTS; i++) { if (Objects[i].type == OBJ_DUMMY && Objects[i].dummy_type == OBJ_POWERUP && Objects[i].id == id) { // here's a betty ...
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