// ���� ���� �� ���� ��� ������Ʈ ���� �Ǻ��ؼ� ���и� �Ǻ�. KDvoid Level1Scene::updateTargets ( KDvoid ) { if ( m_nClownCount == 0 ) { SimpleAudioEngine::sharedEngine()->playEffect("Winner.wav") ; /* CCScene* overScene = CCScene::create ( ); objModeScene->getLayer()->getLabel()->setString("You Win!!"); CCDirector::sharedDirector()->replaceScene(objModeScene); */ } else if ( m_nTargetCount == 0 ) { SimpleAudioEngine::sharedEngine()->playEffect ("alarm.wav") ; /* GameOverScene *objModeScene = GameOverScene::create(); objModeScene->getLayer()->getLabel()->setString("Game Over!!"); CCDirector::sharedDirector()->replaceScene(objModeScene); */ } else if ( m_nTargetCount != 0 ) { AddTargets ( ); } }
KDvoid Level1Scene::GameSetup ( KDvoid ) { m_nClownCount = 2; m_nTargetCount = 6; // �ʿ� ������Ʈ �� generateMap ( ); // ���� ���� �� ���� m_nTargetCount�� ���� ���Ѽ� ���� �Ǵ� AddTargets ( ); }
void GetCandidateParents(Ultra &U, const SeqData &QSD, float AbQ, vector<unsigned> &Parents) { Parents.clear(); set<unsigned> TargetIndexes; unsigned QL = QSD.L; SeqData QuerySD = QSD; unsigned ChunkLength; vector<unsigned> ChunkLos; GetChunkInfo(QL, ChunkLength, ChunkLos); unsigned ChunkCount = SIZE(ChunkLos); for (unsigned ChunkIndex = 0; ChunkIndex < ChunkCount; ++ChunkIndex) { unsigned Lo = ChunkLos[ChunkIndex]; asserta(Lo + ChunkLength <= QL); const byte *Chunk = QSD.Seq + Lo; // THIS MESSES UP --self!! //char Prefix[32]; //sprintf(Prefix, "%u|", Lo); //string ChunkLabel = string(Prefix) + string(QSD.Label); //QuerySD.Label = ChunkLabel.c_str(); QuerySD.Seq = Chunk; QuerySD.L = ChunkLength; AddTargets(U, QuerySD, TargetIndexes); Lo += ChunkLength; } for (set<unsigned>::const_iterator p = TargetIndexes.begin(); p != TargetIndexes.end(); ++p) { unsigned TargetIndex = *p; bool Accept = true; if (AbQ > 0.0f) { const char *TargetLabel = U.GetSeedLabel(TargetIndex); float AbT = GetAbFromLabel(string(TargetLabel)); if (AbT > 0.0f && AbT < opt_abskew*AbQ) Accept = false; } if (Accept) Parents.push_back(TargetIndex); } }
void Cheats() { AddTargets(); SortTargets(); Aimbot(); Esp(); Visual(); Radar.perform(); Misc(); Autoshoot(); ClearTargets(); }
Delete::Delete(class Ast* ast, const location& loc, AstNode* _targets) : Stmt(AST_DELETE, ast, loc) { AddTargets(_targets); }