Code formatting
parent
1db3062a78
commit
7ea2da7e11
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@ -0,0 +1 @@
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call_parentheses = "None"
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@ -17,7 +17,9 @@ end
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local function get_texture(hue)
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return ("[combine:%dx256:0,0="):format(256 + bar_width)
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.. get_gradient_texture(hue):gsub("[\\^:]", function(char) return "\\" .. char end) -- escape
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.. get_gradient_texture(hue):gsub("[\\^:]", function(char)
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return "\\" .. char
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end) -- escape
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.. ([[:256,0=epidermis_gradient_hue.png\^[transformR270\^[resize\:%dx256]]):format(bar_width)
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end
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@ -54,11 +56,7 @@ local function get_uv(self, user)
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end
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local function vector_combine(v, w, func)
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return vector.new(
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func(v.x, w.x),
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func(v.y, w.y),
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func(v.z, w.z)
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)
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return vector.new(func(v.x, w.x), func(v.y, w.y), func(v.z, w.z))
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end
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local function rotate_boxes(self)
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@ -68,7 +66,10 @@ local function rotate_boxes(self)
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for index_x = 1, 1 + 3, 3 do
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for index_y = 2, 2 + 3, 3 do
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for index_z = 3, 3 + 3, 3 do
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local pos = vector.rotate(vector.new(collisionbox[index_x], collisionbox[index_y], collisionbox[index_z]), rotation)
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local pos = vector.rotate(
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vector.new(collisionbox[index_x], collisionbox[index_y], collisionbox[index_z]),
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rotation
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)
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min = vector_combine(min, pos, math.min)
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max = vector_combine(max, pos, math.max)
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end
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@ -77,7 +78,7 @@ local function rotate_boxes(self)
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local box = { min.x, min.y, min.z, max.x, max.y, max.z }
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self.object:set_properties {
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collisionbox = box,
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selectionbox = box
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selectionbox = box,
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}
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end
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@ -98,12 +99,12 @@ colorpicker.initial_properties = {
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}
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colorpicker.lua_properties = {
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staticdata = "lua"
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staticdata = "lua",
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}
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function colorpicker:_set_hue(hue)
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self._.hue = hue
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self.object:set_properties({
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self.object:set_properties {
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textures = {
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"epxb.png",
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"epxb.png",
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@ -112,7 +113,7 @@ function colorpicker:_set_hue(hue)
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get_texture(hue),
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"epxb.png",
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},
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})
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}
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end
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function colorpicker:_set_rotation(rotation)
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@ -126,7 +127,7 @@ function colorpicker:on_activate()
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self:_set_rotation(self._.rotation or vector.new(0, 0, 0))
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local object = self.object
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object:set_acceleration(vector.new(0, -0.981, 0))
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object:set_armor_groups({ immortal = 1, punch_operable = 1 })
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object:set_armor_groups { immortal = 1, punch_operable = 1 }
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end
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function colorpicker:_get_color(user)
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