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_Madk
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« Reply #195 on: May 31, 2012, 01:33:05 PM » |
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making code examples for a splay tree implementation. 'note: this kind of sequential insertion is bad for keeping blanced trees ' (i.e. it fucks shit up)
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wademcgillis
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« Reply #196 on: May 31, 2012, 03:43:06 PM » |
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I couldn't beat my game because I was checking if a function equaled a value. The value was an int and the function, bool. 
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_Madk
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« Reply #197 on: June 01, 2012, 08:32:40 AM » |
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I should not be allowed to write documentation 'if you liked it then you shoulda put a node in it
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thatshelby
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« Reply #198 on: June 01, 2012, 08:52:07 AM » |
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I should not be allowed to write EVERYONE'S documentation 'if you liked it then you shoulda put a node in it
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paste
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« Reply #199 on: June 05, 2012, 12:53:11 PM » |
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#ifndef SOMEHEADER_G don't know why, but i bol'd when i made this typo.
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VortexCortex
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« Reply #200 on: June 05, 2012, 05:01:20 PM » |
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I laughed because I don't remember leaving this message for myself... // TODO: Remove probes.
...but, then I started to worry when I looked around and couldn't find anything in the code that needed to be removed. What if it's because they activated them?!
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Strelok
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« Reply #201 on: June 06, 2012, 05:07:21 PM » |
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I laughed because I don't remember leaving this message for myself... // TODO: Remove probes.
...but, then I started to worry when I looked around and couldn't find anything in the code that needed to be removed. What if it's because they activated them?! What if you were abducted and then they put probes in your "codes". 
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_Madk
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« Reply #202 on: June 07, 2012, 12:56:00 PM » |
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debug console says: DebugLog:Big oops: Couldn't find in the hash table, even though it was supposed to be there. there's actually a character there, but it won't paste
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_Madk
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« Reply #203 on: June 12, 2012, 06:53:08 AM » |
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Field smoothness# ' 0 = horrible sandpaper rough ; 1 = smooth as ice with baby oil spread all over it Field viscocity# ' 0 = not at all viscous ; 1 = maple syrup
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Azure Lazuline
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« Reply #204 on: June 12, 2012, 07:45:23 AM » |
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//uncomment the next block to DESTROY EVERYTHING!! The next block of code gives every weapon every powerup all at once. Normally it's limited to one at a time, so using that lags the game really hard but multiplies the damage by 10 and causes all sorts of nasty effects on the target. public void AAAAAAUUUUUUGGGH(GameObject damagesource){ Player death function.
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Copy Kitty - a platformer/shooter with 200 weapons! Blow up robots and destroy the world!
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bateleur
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« Reply #205 on: June 13, 2012, 02:48:43 AM » |
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var p00:Vector2 = job.position; I somehow didn't notice this when I typed it. Reading the code this morning, my childish sense of humour spotted something hilarious! 
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_Madk
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« Reply #206 on: July 11, 2012, 06:37:37 AM » |
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' wakey-wakey asleep=False
for waking up solids in a sort of physics engine
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Belimoth
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« Reply #207 on: July 12, 2012, 10:52:39 AM » |
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My hands are evidently incapable of typing 'socket' as anything other than 'sockey'. I even had to go back and correct myself there.
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_Madk
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« Reply #208 on: July 12, 2012, 12:26:48 PM » |
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My hands are evidently incapable of typing 'socket' as anything other than 'sockey'. I even had to go back and correct myself there.
I always type 'sokcet'.
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JMickle
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« Reply #209 on: July 12, 2012, 01:13:59 PM » |
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publi
prviate
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