First of all, I'd like to say **** you Maxwell for your stupid electromagnetic optics study I mean, what the **** is this shit? Seriously... Alright this is not the first time I studied this. I read about it last year, and the year before too. But why is it so fking difficult and why couldnt it stay in my brain for a lil bit longer than 1 fking day after I learned it? The whole shit looks completely new to me again. I fking hate electromagnetism. Oh, and its actually fun to study about a case where the state attorney general tries her best to bring down your school :)
Yeah , i've made the right choice not messing around with Maths and Physics. Btw , why the fukc is Cauchy even here ? Wasn't that dude only a mathmaniac ?
Actually when you look into it, mathematician and physicists have some really deep bonds. But anyway, WHO THE **** would use the ' and '' symbols to describe the real and imaginary part of a complex number? Thats the symbol for first and second time derivative of a function ffs Omfg I hate this ******* photonic book.
what else do you propose? rX and iX ? I wonder when people will run out of things to mean one mathematical notion... maybe resort to the assyrian alphabet next? and yes, I know that is not an X. also, post that (law) document's id number or something so people can google it for fun and profit /o/
then should i introduce a new and exciting way to represent number using things we all know and love? how should i start? maybe like this natural numbers? we got this shit yo doing induction and stuff integers? now we have negative and all kind of funky crap but wait? wtf is my cardinality the same with that fucker above? rational? sons of bitches i'm leet now with all the quotients and shit, characteristic zero goddammit better wrap your head around equivalence classes as real as it's ever gonna get i'm also ******* complete, can't count me bitches also, meet my better half so-called transcendental, gaze into my face imaginary my ass, i ate your mom last night
It's not your first time getting fuss over school stuffs, eh, onionarok? Is it some kind similiar to menstrual period?
its in student textbook, if you find its difficult, then the reason is most likely because ur IQ is lower than the standard requirement for that Major
Its Re(X) and Im(X), Sherlock. At least thats what Ive been using And fyi: http://www.nytimes.com/2009/12/22/education/22stevens.html?_r=1 I've been throwing bowling balls non stop for the last 1 hour in PE class so my wrist is kinda dead right now. I doubt I can even fap tonight And **** you all.
How about a laser lighter? [video]5erjj6aS5Ws[/video] Not sure if you can find all the material, but i can, right here, in my optics labs Muhahahaha Laser lighter of the Awesomeness Binds when equipped One-Hand Lighter 150 - 280 Damage Speed 3.00 (143.3 damage per second) +80 Style +97 Awesomeness Durability 100 / 100 Requires Level 19 Item Level 200 Equip: People chanting "oooohhh" when you use it in front of them. Equip: Girls cant take their eyes of your pocket. Use: Blind your enemies for an infinite amount of time (no internal cooldown)
Hey Thủ wtf //----------------------------------------------------------------------------- // Hai An Ho's Game for FdSd Course // This is the game where you and your ship flying around the universe and get // owned by VY Canis Majoris. //----------------------------------------------------------------------------- #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #define rnd() (((FLOAT)rand())/RAND_MAX) //----------------------------------------------------------------------------- // Include files //----------------------------------------------------------------------------- #pragma comment(lib, "winmm.lib") #include <windows.h> #include <ddraw.h> #include <stdio.h> #include <stdarg.h> #include <mmsystem.h> #include "resource.h" #include "ddutil.h" //----------------------------------------------------------------------------- // Local definitions //----------------------------------------------------------------------------- #define NAME "DDExample4" #define TITLE "Direct Draw Example 4" #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) //----------------------------------------------------------------------------- // Global data //----------------------------------------------------------------------------- LPDIRECTDRAW4 g_pDD = NULL; // DirectDraw object LPDIRECTDRAWSURFACE4 g_pDDSPrimary = NULL;// DirectDraw primary surface LPDIRECTDRAWSURFACE4 g_pDDSBack = NULL; // DirectDraw back surface LPDIRECTDRAWSURFACE4 g_pDDSOne = NULL; // Offscreen surface 1 LPDIRECTDRAWSURFACE4 g_pDDSTwo = NULL; // Airplane LPDIRECTDRAWSURFACE4 g_pDDSThree = NULL; // Bullets of the airplane LPDIRECTDRAWSURFACE4 g_pDDSFour = NULL; // DirectDraw back surface LPDIRECTDRAWSURFACE4 g_pDDSFive = NULL; // Offscreen surface 1 LPDIRECTDRAWSURFACE4 g_pDDSSix = NULL; // Airplane LPDIRECTDRAWSURFACE4 g_pDDSSeven = NULL; // Bullets of the airplane //LPDIRECTDRAWSURFACE4 g_pDDSEight = NULL; // DirectDraw back surface LPDIRECTDRAWPALETTE g_pDDPal = NULL; // The primary surface palette BOOL g_bActive = FALSE; // Is application active? void collide(void); //Bullets int bull,bposx,bposy; //Others int boom = 0; int backx = 0; //background position int sSpeed = 2; //background scrolling speed int aposx = 30, aposy = 230; //airplane position //Planets' positions int bplanetposx, bplanetposy, mplanetposx, mplanetposy, splanetposx[5], splanetposy[5]; int en=0,enm[7]={0,0,0,0,0,0,0}; //Collision int col=0; int i; //Explosion int exposx, exposy; int expcurrentFrame=0; DWORD expdelay; DWORD explastTickCount; // //----------------------------------------------------------------------------- // Local data //----------------------------------------------------------------------------- // Name of our bitmap resource. static char szBitmap[] = "BACKGROUND"; static char szBitmap1[] = "AIRPLANE"; static char szBitmap2[] = "AIRBULLETS"; static char szBitmap3[] = "STAR1"; static char szBitmap4[] = "METEOR"; static char szBitmap5[] = "EXP"; static char szBitmap6[] = "STAR2"; static char szBitmap7[] = "STAR3"; long framecounter=0; DWORD dwFrameTime; float dwFrames; DWORD dwFrameCount; float dwFramesLast; void DisplayFrameRate( void ) //every second { HDC hdc; char buf[256]; DWORD time,time2; framecounter++; dwFrameCount++; time=GetTickCount(); time2=time-dwFrameTime; if(time2>1000) { dwFrames=(float)(dwFrameCount*1000)/time2; dwFrameTime=time; dwFrameCount=0; } if(dwFrames==0) return; if(dwFrames!=dwFramesLast) dwFramesLast=dwFrames; if(g_pDDSBack->GetDC(&hdc)==DD_OK)//print stuff on screen { SetBkColor (hdc,RGB(0,0,0)); SetTextColor(hdc,RGB(0,255,0)); sprintf_s (buf,"F=%5d FPS=%.1f ",framecounter,dwFrames); TextOut (hdc,0,0,buf,strlen(buf)); sprintf_s (buf,"bull=%1d bposx=%3d bposy=%3d ",bull,bposx,bposy); TextOut (hdc,0,16,buf,strlen(buf)); sprintf_s (buf,"en=%1d mplanetposx=%3d mplanetposy=%3d ",en,mplanetposx,mplanetposy); TextOut (hdc,0,32,buf,strlen(buf)); sprintf_s (buf,"Collide=%1d ",col); TextOut (hdc,0,48,buf,strlen(buf)); g_pDDSBack->ReleaseDC(hdc); } } //----------------------------------------------------------------------------- // Name: ReleaseAllObjects() // Desc: Finished with all objects we use; release them //----------------------------------------------------------------------------- static void ReleaseAllObjects(void) { if (g_pDD != NULL) { if (g_pDDSPrimary != NULL) { g_pDDSPrimary->Release(); g_pDDSPrimary = NULL; } if (g_pDDSOne != NULL) { g_pDDSOne->Release(); g_pDDSOne = NULL; } if (g_pDDSTwo!= NULL) { g_pDDSTwRelease(); g_pDDSTwo = NULL; } if (g_pDDSThree!= NULL) { g_pDDSThree->Release(); g_pDDSThree = NULL; } if (g_pDDSFour!= NULL) { g_pDDSFour->Release(); g_pDDSFour = NULL; } if (g_pDDSFive!= NULL) { g_pDDSFive->Release(); g_pDDSFive = NULL; } if (g_pDDSSix!= NULL) { g_pDDSSix->Release(); g_pDDSSix = NULL; } if (g_pDDSSeven!= NULL) { g_pDDSSeven->Release(); g_pDDSSeven = NULL; } /*if (g_pDDSEight!= NULL) { g_pDDSEight->Release(); g_pDDSEight = NULL; }*/ if (g_pDDPal != NULL) { g_pDDPal->Release(); g_pDDPal = NULL; } } } //----------------------------------------------------------------------------- // Name: InitFail() // Desc: This function is called if an initialization function fails //----------------------------------------------------------------------------- HRESULT InitFail(HWND hWnd, HRESULT hRet, LPCTSTR szError,...) { char szBuff[128]; va_list vl; va_start(vl, szError); vsprintf(szBuff, szError, vl); ReleaseAllObjects(); MessageBox(hWnd, szBuff, TITLE, MB_OK); DestroyWindow(hWnd); va_end(vl); return hRet; } //----------------------------------------------------------------------------- // Name: RestoreAll() // Desc: Restore all lost objects //----------------------------------------------------------------------------- HRESULT RestoreAll(void) { HRESULT hRet; hRet = g_pDDSPrimary->Restore(); if (hRet == DD_OK) { hRet = g_pDDSOne->Restore(); if (hRet == DD_OK) { DDReLoadBitmap(g_pDDSOne, szBitmap); } hRet = g_pDDSTwRestore(); if (hRet == DD_OK) { DDReLoadBitmap(g_pDDSTwo, szBitmap); } hRet = g_pDDSThree->Restore(); if (hRet == DD_OK) { DDReLoadBitmap(g_pDDSThree, szBitmap); } hRet = g_pDDSFour->Restore(); if (hRet == DD_OK) { DDReLoadBitmap(g_pDDSFour, szBitmap); } hRet = g_pDDSFive->Restore(); if (hRet == DD_OK) { DDReLoadBitmap(g_pDDSFive, szBitmap); } hRet = g_pDDSSix->Restore(); if (hRet == DD_OK) { DDReLoadBitmap(g_pDDSSix, szBitmap); } hRet = g_pDDSSeven->Restore(); if (hRet == DD_OK) { DDReLoadBitmap(g_pDDSSeven, szBitmap); } /* hRet = g_pDDSEight->Restore(); if (hRet == DD_OK) { DDReLoadBitmap(g_pDDSEight, szBitmap); }*/ } return hRet; } //----------------------------------------------------------------------------- //Collision //----------------------------------------------------------------------------- void collide(void) { boom = 1; exposx = aposx-40; exposy = aposy-50; } //----------------------------------------------------------------------------- // Name: UpdateFrame() // Desc: Decide what needs to be blitted next, wait for flip to complete, // then flip the buffers. //----------------------------------------------------------------------------- void UpdateFrame(void)//Decide what needs to be blitted next, wait for flip to complete then flip { static DWORD lastTickCount[3] = {0, 0, 0}; static int currentFrame[3] = {0, 0, 0}; DWORD delay[3] = {25, 78, 13}; int xpos[3] = {288, 190, 416}; int ypos[3] = {128, 300, 256}; DWORD thisTickCount; RECT rcRect; HRESULT hRet; // Decide which frame will be blitted next thisTickCount = GetTickCount(); for (i=0;i<3;i++) { if ((thisTickCount-lastTickCount)>delay) { //Move to next frame; lastTickCount=thisTickCount; currentFrame++; if (currentFrame>59) currentFrame = 0; } } //moving screen backx+= sSpeed; if(backx > (1280 - sSpeed)) backx = 0; //Starting point + moving if (KEY_DOWN('Z')) { if (KEY_DOWN(VK_UP)) aposy-=2; if (KEY_DOWN(VK_DOWN)) aposy+=2; if (KEY_DOWN(VK_LEFT)) aposx-=2; if (KEY_DOWN(VK_RIGHT))aposx+=2; } else if (KEY_DOWN('X')) { if (KEY_DOWN(VK_UP)) aposy-=6; if (KEY_DOWN(VK_DOWN)) aposy+=6; if (KEY_DOWN(VK_LEFT)) aposx-=6; if (KEY_DOWN(VK_RIGHT))aposx+=6; } else { if (KEY_DOWN(VK_UP)) aposy-=3; if (KEY_DOWN(VK_DOWN)) aposy+=3; if (KEY_DOWN(VK_LEFT)) aposx-=3; if (KEY_DOWN(VK_RIGHT))aposx+=3; } //Check airplane doesn't go off-screen if (aposx > 600) aposx = 600; if (aposy > 460) aposy = 460; if (aposx < 10) aposx = 10; if (aposy < 10) aposy = 10; //Planet encouter if (framecounter == 500) { en=1; mplanetposx=640-225; mplanetposy=rnd()*(480-231); } //Saturn encounter if (framecounter == 1200) { en=2; bplanetposx=640-583; bplanetposy=0; } //Meteors running in if (framecounter == 100) { enm[0]=2; splanetposx[0]=640-37; splanetposy[0]=rnd()*(480-37); } if (framecounter == 110) { enm[1]=2; splanetposx[1]=640-37; splanetposy[1]=rnd()*(480-37); } if (framecounter == 210) { enm[2]=2; splanetposx[2]=640-37; splanetposy[2]=rnd()*(480-37); } if (framecounter == 180) { enm[3]=2; splanetposx[3]=640-37; splanetposy[3]=rnd()*(480-37); } if (framecounter == 140) { enm[4]=2; splanetposx[4]=640-37; splanetposy[4]=rnd()*(480-37); } if (framecounter == 250) { enm[5]=2; splanetposx[5]=640-37; splanetposy[5]=430; } if (framecounter == 280) { enm[6]=2; splanetposx[5]=640-37; splanetposy[5]=rnd()*(480-37); } if (framecounter == 320) { enm[7]=2; splanetposx[5]=640-37; splanetposy[5]=rnd()*(480-37); } //Collision detection planet if (en==1 && aposx > mplanetposx && aposx+36 < mplanetposx+225 && aposy > mplanetposy && aposy+18 < mplanetposy+231) { col = 1; collide(); } else { col=0;} if (en==2 && aposx > bplanetposx && aposx+36 < bplanetposx+583 && aposy > bplanetposy && aposy+18 < bplanetposy+455) { col = 1; collide(); } else { col=0;} //Collision detection meteors for (i=0;i<5;i++) { if (enm==2 && aposx > splanetposx && aposx+10 < splanetposx+44 && aposy > splanetposy && aposy+18 < splanetposy+36) { col = 2; collide(); } else{ col=0;} } //Draws stuffs############################################################## // Blit the stuff for the next frame //Draws background rcRect.left = backx; rcRect.top = 0; rcRect.right = backx + 640; rcRect.bottom = 480; while (TRUE) { hRet=g_pDDSBack->BltFast(0,0,g_pDDSOne,&rcRect,DDBLTFAST_NOCOLORKEY); if (hRet == DD_OK) break; if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) return;} if (hRet != DDERR_WASSTILLDRAWING) return; } if (hRet != DD_OK) return; //Draws the planet Ganymede if (en == 1) { mplanetposx-=2; if (mplanetposx < 0) {en=0; } else { rcRect.left = 0; rcRect.top = 0; rcRect.right = 225; rcRect.bottom = 231; while (TRUE) { hRet=g_pDDSBack->BltFast(mplanetposx,mplanetposy,g_pDDSFour,&rcRect,DDBLTFAST_SRCCOLORKEY); if (hRet == DD_OK) break; if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) return;} if (hRet != DDERR_WASSTILLDRAWING) return; } } } //Draws the planet Saturn if (en == 2) { bplanetposx-=1; if (bplanetposx < 0) {en=0; } else { rcRect.left = 0; rcRect.top = 0; rcRect.right = 583; rcRect.bottom = 455; while (TRUE) { hRet=g_pDDSBack->BltFast(bplanetposx,bplanetposy,g_pDDSSeven,&rcRect,DDBLTFAST_SRCCOLORKEY); if (hRet == DD_OK) break; if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) return;} if (hRet != DDERR_WASSTILLDRAWING) return; } } } //Draws the meteors for (i=0;i<5;i++) { if (enm == 2) { splanetposx-=4; if (splanetposx < 0) { //enm=0; splanetposx=640-37; //splanetposy[0]=100; } else { rcRect.left = 0; rcRect.top = 0; rcRect.right = 37; rcRect.bottom = 36; while (TRUE) { hRet=g_pDDSBack->BltFast(splanetposx,splanetposy,g_pDDSFive,&rcRect,DDBLTFAST_SRCCOLORKEY); if (hRet == DD_OK) break; if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) return;} if (hRet != DDERR_WASSTILLDRAWING) return; } } } }//end of i loop //Draws the airplane rcRect.left = 0; rcRect.top = 0; rcRect.right = 36; rcRect.bottom = 18; while (TRUE) { hRet=g_pDDSBack->BltFast(aposx,aposy,g_pDDSTwo,&rcRect,DDBLTFAST_SRCCOLORKEY); if (hRet == DD_OK) break; if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) return;} if (hRet != DDERR_WASSTILLDRAWING) return; } //EXPLOSION#################################### /* expdelay = 100; thisTickCount = GetTickCount(); if ((thisTickCount-explastTickCount)> expdelay && boom ==1) { //Move to next frame; expcurrentFrame=thisTickCount; expcurrentFrame++; if (expcurrentFrame>9) { boom = 0; expcurrentFrame = 0; } } //Draws the explosion rcRect.left = expcurrentFrame%9*120; rcRect.top = 0; rcRect.right = expcurrentFrame%9*120+120; rcRect.bottom = 120; while (TRUE) { hRet=g_pDDSBack->BltFast(exposx,exposy,g_pDDSSix,&rcRect,DDBLTFAST_SRCCOLORKEY); if (hRet == DD_OK) break; if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) return;} if (hRet != DDERR_WASSTILLDRAWING) return; }*/ DisplayFrameRate(); // Flip the surfaces while (TRUE) { hRet = g_pDDSPrimary->Flip(NULL, 0);if (hRet == DD_OK) break; if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) break;} if (hRet != DDERR_WASSTILLDRAWING) break; } } long FAR PASCAL WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) //The Main Window Procedure { switch (message) { case WM_ACTIVATEAPP: // Pause if minimized or not the top window g_bActive = (wParam == WA_ACTIVE) || (wParam == WA_CLICKACTIVE); return 0L; case WM_DESTROY: // Clean up and close the app ReleaseAllObjects(); PostQuitMessage(0); return 0L; case WM_KEYDOWN: // Handle any non-accelerated key commands switch (wParam) { case VK_ESCAPE: case VK_F12: PostMessage(hWnd, WM_CLOSE, 0, 0); return 0L; } break; case WM_SETCURSOR: // Turn off the cursor since this is a full-screen app SetCursor(NULL); return TRUE; } return DefWindowProc(hWnd, message, wParam, lParam); } //----------------------------------------------------------------------------- // Name: InitApp() // Desc: Do work required for every instance of the application: // Create the window, initialize data //----------------------------------------------------------------------------- static HRESULT InitApp(HINSTANCE hInstance, int nCmdShow) { HWND hWnd; WNDCLASS wc; DDSURFACEDESC2 ddsd; DDSCAPS2 ddscaps; HRESULT hRet; LPDIRECTDRAW pDD; // Set up and register window class wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_MAIN_ICON)); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH )GetStockObject(BLACK_BRUSH); wc.lpszMenuName = NAME; wc.lpszClassName = NAME; RegisterClass(&wc); // Create a window hWnd = CreateWindowEx(WS_EX_TOPMOST, NAME, TITLE, WS_POPUP, 0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN), NULL, NULL, hInstance, NULL); if (!hWnd) return FALSE; ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); SetFocus(hWnd); /////////////////////////////////////////////////////////////////////////// // Create the main DirectDraw object /////////////////////////////////////////////////////////////////////////// hRet = DirectDrawCreate(NULL, &pDD, NULL); if (hRet != DD_OK) return InitFail(hWnd, hRet, "DirectDrawCreate FAILED"); // Fetch DirectDraw4 interface hRet = pDD->QueryInterface(IID_IDirectDraw4, (LPVOID *) & g_pDD); if (hRet != DD_OK) return InitFail(hWnd, hRet, "QueryInterface FAILED"); // Get exclusive mode hRet = g_pDD->SetCooperativeLevel(hWnd, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN); if (hRet != DD_OK) return InitFail(hWnd, hRet, "SetCooperativeLevel FAILED"); // Set the video mode to 640x480x8 hRet = g_pDD->SetDisplayMode(640, 480, 16, 0, 0); if (hRet != DD_OK) return InitFail(hWnd, hRet, "SetDisplayMode FAILED"); // Create the primary surface with 1 back buffer ZeroMemory(&ddsd, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_COMPLEX; ddsd.dwBackBufferCount = 1; hRet = g_pDD->CreateSurface(&ddsd, &g_pDDSPrimary, NULL); if (hRet != DD_OK) return InitFail(hWnd, hRet, "CreateSurface FAILED"); // Get a pointer to the back buffer ddscaps.dwCaps = DDSCAPS_BACKBUFFER; hRet = g_pDDSPrimary->GetAttachedSurface(&ddscaps, &g_pDDSBack); if (hRet != DD_OK) return InitFail(hWnd, hRet, "GetAttachedSurface FAILED"); // Create and set the palette g_pDDPal = DDLoadPalette(g_pDD, szBitmap); if (g_pDDPal) g_pDDSPrimary->SetPalette(g_pDDPal); // Create the offscreen surface, by loading our bitmap. g_pDDSOne = DDLoadBitmap(g_pDD, szBitmap, 0, 0); if (g_pDDSOne == NULL) return InitFail(hWnd, hRet, "DDLoadBitmap FAILED"); g_pDDSTwo = DDLoadBitmap(g_pDD, szBitmap1, 0, 0); if (g_pDDSTwo == NULL) return InitFail(hWnd, hRet, "Airplane FAILED"); g_pDDSThree = DDLoadBitmap(g_pDD, szBitmap2, 0, 0); if (g_pDDSThree == NULL) return InitFail(hWnd, hRet, "Bullets FAILED"); g_pDDSFour = DDLoadBitmap(g_pDD, szBitmap3, 0, 0); if (g_pDDSFour == NULL) return InitFail(hWnd, hRet, "Planet FAILED"); g_pDDSFive = DDLoadBitmap(g_pDD, szBitmap4, 0, 0); if (g_pDDSFive == NULL) return InitFail(hWnd, hRet, "Meteor FAILED"); g_pDDSSix = DDLoadBitmap(g_pDD, szBitmap5, 0, 0); if (g_pDDSFour == NULL) return InitFail(hWnd, hRet, "EXP FAILED"); g_pDDSSeven = DDLoadBitmap(g_pDD, szBitmap6, 0, 0); if (g_pDDSSeven == NULL) return InitFail(hWnd, hRet, "Saturn FAILED"); /*g_pDDSEight = DDLoadBitmap(g_pDD, szBitmap7, 0, 0); if (g_pDDSEight == NULL) return InitFail(hWnd, hRet, "Canis Majoris FAILED");*/ // Set the color key for this bitmap (black) DDSetColorKey(g_pDDSOne, RGB(0, 0, 0)); DDSetColorKey(g_pDDSTwo, RGB(0, 255, 0)); DDSetColorKey(g_pDDSThree, RGB(0, 255, 0)); DDSetColorKey(g_pDDSFour, RGB(0, 0, 0)); DDSetColorKey(g_pDDSFive, RGB(0, 0, 0)); DDSetColorKey(g_pDDSSix, RGB(0, 0, 0)); DDSetColorKey(g_pDDSSeven, RGB(0, 0, 0)); // DDSetColorKey(g_pDDSEight, RGB(0, 0, 0)); return DD_OK; } int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow) //Initialization, message loop { MSG msg; if (InitApp(hInstance,nCmdShow) != DD_OK) return FALSE; while (TRUE) { if (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) { if (!GetMessage(&msg, NULL, 0, 0)) return msg.wParam; TranslateMessage(&msg); DispatchMessage(&msg); } else if (g_bActive) {UpdateFrame();} else {WaitMessage();/* Make sure we go to sleep if we have nothing else to do*/} } } //EXPLOSION#####################
The only bad thing about codes is that they are usually...long. I dont find many difficulties other than that I enjoyed writing codes actually, back when I was still in the CS class.
ptff get your @ss to the poker table and I'll tell you how to code. tiger leopard vl, I am omgwtfhowcanIkillher
touhou or moe , they both **** . Btw , i got horrors of my own . function Func2097 takes nothing returns nothing local trigger loc_trigger01=CreateTrigger() call TriggerRegisterTimerEvent(loc_trigger01,0.25,true) call TriggerAddCondition(loc_trigger01,Condition(function Func2092)) set loc_trigger01=CreateTrigger() call Func0153(loc_trigger01,EVENT_PLAYER_UNIT_SPELL_EFFECT) call TriggerAddCondition(loc_trigger01,Condition(function Func2096)) set loc_trigger01=CreateTrigger() call Func0153(loc_trigger01,EVENT_PLAYER_UNIT_DEATH) call TriggerAddCondition(loc_trigger01,Condition(function Func2093)) set loc_trigger01=null endfunction function Func2096 takes nothing returns boolean if GetSpellAbilityId()==integer393 and(GetUnitAbilityLevel((GetSpellTargetUnit()),'B0BI')>0)==false then call Func2095() endif return false endfunction function Func2095 takes nothing returns nothing local unit loc_unit01=GetTriggerUnit() local unit loc_unit02=GetSpellTargetUnit() local real loc_real01 local integer loc_integer01=GetUnitAbilityLevel(loc_unit01,integer393) local real loc_real02 local integer loc_integer02 if loc_integer01==1 then set loc_real01=15 set loc_real02=10 elseif loc_integer01==2 then set loc_real01=17 set loc_real02=13 elseif loc_integer01==3 then set loc_real01=25 set loc_real02=16 elseif loc_integer01==4 then set loc_real01=33 set loc_real02=19 endif call DestroyEffect(AddSpecialEffectTarget("Abilities\\Spells\\Demon\\ReviveDemon\\ReviveDemon.mdl",loc_unit02,"overhead")) if loc_integer01==1 then call UnitAddAbility(loc_unit02,integer033) elseif loc_integer01==2 then call UnitAddAbility(loc_unit02,integer034) elseif loc_integer01==3 then call UnitAddAbility(loc_unit02,integer035) elseif loc_integer01==4 then call UnitAddAbility(loc_unit02,integer036) endif set loc_integer02=Func2094(loc_unit02) if loc_integer02==-1 then set integer394=integer394+1 set units024[integer394]=loc_unit02 set units025[integer394]=loc_unit01 set reals026[integer394]=loc_real02+(TimerGetElapsed(timer001))+1 set reals027[integer394]=(TimerGetElapsed(timer001)) set reals028[integer394]=loc_real01 set effects001[integer394]=AddSpecialEffectTarget("Abilities\\Spells\\Other\\SoulBurn\\SoulBurnbuff.mdl",loc_unit02,"overhead") else set units025[loc_integer02]=loc_unit01 set reals026[loc_integer02]=loc_real02+(TimerGetElapsed(timer001))+1 set reals028[loc_integer02]=loc_real01 endif set loc_unit01=null set loc_unit02=null endfunction function Func2094 takes unit loc_unit01 returns integer local integer loc_integer01=1 loop exitwhen loc_integer01>integer394 if units024[loc_integer01]==loc_unit01 then return loc_integer01 endif set loc_integer01=loc_integer01+1 endloop return-1 endfunction function Func2093 takes nothing returns boolean local unit loc_unit01=GetTriggerUnit() local unit loc_unit02=GetKillingUnit() local integer loc_integer01=1 loop exitwhen loc_integer01>integer394 if units024[loc_integer01]==loc_unit01 then call Func2091(loc_integer01) endif set loc_integer01=loc_integer01+1 endloop if loc_unit02==null then set loc_unit01=null set loc_unit02=null return false endif if Func0092(loc_unit02)then set loc_unit02=(units001[GetPlayerId(GetOwningPlayer((loc_unit02)))]) endif set loc_integer01=1 loop exitwhen loc_integer01>integer394 if(loc_unit02==units024[loc_integer01])then if GetUnitAbilityLevel(units024[loc_integer01],integer033)>0 then call UnitRemoveAbility(units024[loc_integer01],integer033) call UnitRemoveAbility(units024[loc_integer01],integer389) endif if GetUnitAbilityLevel(units024[loc_integer01],integer034)>0 then call UnitRemoveAbility(units024[loc_integer01],integer034) call UnitRemoveAbility(units024[loc_integer01],integer390) endif if GetUnitAbilityLevel(units024[loc_integer01],integer035)>0 then call UnitRemoveAbility(units024[loc_integer01],integer035) call UnitRemoveAbility(units024[loc_integer01],integer391) endif if GetUnitAbilityLevel(units024[loc_integer01],integer036)>0 then call UnitRemoveAbility(units024[loc_integer01],integer036) call UnitRemoveAbility(units024[loc_integer01],integer392) endif call Func2091(loc_integer01) else set loc_integer01=loc_integer01+1 endif endloop set loc_unit01=null set loc_unit02=null return false endfunction function Func2092 takes nothing returns boolean local integer loc_integer01=1 local real loc_real01=(TimerGetElapsed(timer001)) loop exitwhen loc_integer01>integer394 if loc_real01>reals026[loc_integer01]then if GetUnitAbilityLevel(units024[loc_integer01],integer033)>0 then call UnitRemoveAbility(units024[loc_integer01],integer033) call UnitRemoveAbility(units024[loc_integer01],integer389) endif if GetUnitAbilityLevel(units024[loc_integer01],integer034)>0 then call UnitRemoveAbility(units024[loc_integer01],integer034) call UnitRemoveAbility(units024[loc_integer01],integer390) endif if GetUnitAbilityLevel(units024[loc_integer01],integer035)>0 then call UnitRemoveAbility(units024[loc_integer01],integer035) call UnitRemoveAbility(units024[loc_integer01],integer391) endif if GetUnitAbilityLevel(units024[loc_integer01],integer036)>0 then call UnitRemoveAbility(units024[loc_integer01],integer036) call UnitRemoveAbility(units024[loc_integer01],integer392) endif call Func2091(loc_integer01) elseif(loc_real01-reals027[loc_integer01])>1 then if units025[loc_integer01]!=null then call Func0099(units025[loc_integer01],units024[loc_integer01],1,reals028[loc_integer01]) call Func0099(units025[loc_integer01],units024[loc_integer01],2,0.01) endif set reals027[loc_integer01]=reals027[loc_integer01]+1 set loc_integer01=loc_integer01+1 else set loc_integer01=loc_integer01+1 endif endloop return false endfunction function Func2091 takes integer loc_integer01 returns nothing call DestroyEffect(effects001[loc_integer01]) set effects001[loc_integer01]=null set units024[loc_integer01]=null set units025[loc_integer01]=null set reals026[loc_integer01]=0 set reals027[loc_integer01]=0 set reals028[loc_integer01]=0 if loc_integer01!=integer394 then set effects001[loc_integer01]=effects001[integer394] set units024[loc_integer01]=units024[integer394] set units025[loc_integer01]=units025[integer394] set reals026[loc_integer01]=reals026[integer394] set reals027[loc_integer01]=reals027[integer394] set reals028[loc_integer01]=reals028[integer394] set effects001[integer394]=null set units024[integer394]=null set units025[integer394]=null set reals026[integer394]=0 set reals027[integer394]=0 set reals028[integer394]=0 endif set integer394=integer394-1 endfunction
pasting codes doesnt make you smarter, in fact it does the reverse. How about showing ppl some real results