int var = 0;
int* ptr = &var;
ptr[0] = 5;
std::cout << ptr[0];
const int TWENTY_EIGHT = 28;
extern "C"
{
#include "gz.cpp"
#include "md4.cpp"
#include "socket.cpp"
#include "tdlini.cpp"
#include "tdlfs.cpp"
}
:(
void function(object* thing)
{
bool enabled = thing && thing->enabled() ? true : false;
...
}
int my_array[] = {
#include "data.txt"
};
if (type == cSTR_Integer) {
type = cSTR_Integer;
} else if (ctype == cSTR_String) {
type = cSTR_String;
}
bool IsEven(int i)
{
if (i < 0)
i *= -1;
while(i > 0)
i -= 2;
if (i == -1)
return false;
else
return true;
}
An is even function that is technically correct, but a really bad approach.
void insert(const uint64& g)
{
// avoid loops for performance
if (guid[0] == 0) { guid[0] = g; return; }
else if (g <= guid[0]) { if (guid[3]) guid[4] = guid[3]; if (guid[2]) guid[3] = guid[2]; if (guid[1]) guid[2] = guid[1]; guid[1] = guid[0]; guid[0] = g; return; }
if (guid[1] == 0) { guid[1] = g; return; }
else if (g <= guid[1]) { if (guid[3]) guid[4] = guid[3]; if (guid[2]) guid[3] = guid[2]; guid[2] = guid[1]; guid[1] = g; return; }
if (guid[2] == 0) { guid[2] = g; return; }
else if (g <= guid[2]) { if (guid[3]) guid[4] = guid[3]; guid[3] = guid[2]; guid[2] = g; return; }
if (guid[3] == 0) { guid[3] = g; return; }
else if (g <= guid[3]) { guid[4] = guid[3]; guid[3] = g; return; }
guid[4] = g;
}
void force_insert_front(const uint64& g)
{
if (guid[3]) guid[4] = guid[3]; if (guid[2]) guid[3] = guid[2]; if (guid[1]) guid[2] = guid[1]; guid[1] = guid[0]; guid[0] = g;
}
void remove(const uint64& g)
{
// avoid loops for performance
if (guid[0] == g) { if (guid[1]) guid[0] = guid[1]; else { guid[0] = 0; return; } if (guid[2]) guid[1] = guid[2]; else { guid[1] = 0; return; } if (guid[3]) guid[2] = guid[3]; else { guid[2] = 0; return; } if (guid[4]) guid[3] = guid[4]; else { guid[3] = 0; return; } guid[4] = 0; return; }
if (guid[1] == g) { if (guid[2]) guid[1] = guid[2]; else { guid[1] = 0; return; } if (guid[3]) guid[2] = guid[3]; else { guid[2] = 0; return; } if (guid[4]) guid[3] = guid[4]; else { guid[3] = 0; return; } guid[4] = 0; return; }
if (guid[2] == g) { if (guid[3]) guid[2] = guid[3]; else { guid[2] = 0; return; } if (guid[4]) guid[3] = guid[4]; else { guid[3] = 0; return; } guid[4] = 0; return; }
if (guid[3] == g) { if (guid[4]) guid[3] = guid[4]; else { guid[3] = 0; return; } guid[4] = 0; return; }
if (guid[4] == g) guid[4] = 0;
}
bool hasGuid(const uint64& g) const
{
return g && (guid[0] == g || guid[1] == g || guid[2] == g || guid[3] == g || guid[4] == g);
}
bool operator<(const Lfg5Guids& x) const
{
// not neat, but fast xD
if (guid[0]<=x.guid[0]) {
if (guid[0] == x.guid[0]) {
if (guid[1]<=x.guid[1]) {
if (guid[1] == x.guid[1]) {
if (guid[2]<=x.guid[2]) {
if (guid[2] == x.guid[2]) {
if (guid[3]<=x.guid[3]) {
if (guid[3] == x.guid[3]) {
if (guid[4]<=x.guid[4]) {
if (guid[4] == x.guid[4]) return false; else return true;
} else return false;
} else return true;
} else return false;
} else return true;
} else return false;
} else return true;
} else return false;
} else return true;
} else return false;
}
bool operator==(const Lfg5Guids& x) const
{
return guid[0] == x.guid[0] && guid[1] == x.guid[1] && guid[2] == x.guid[2] && guid[3] == x.guid[3] && guid[4] == x.guid[4];
}
// STEP 5: IF WE ARE TERRAN, THIS MATTERS, SO: LOL
void BuildingManager::checkForDeadTerranBuilders() {}
void printNumber(int Number){
while(Number>0){
int i=Number%10;
switch(i) {
case 1 : cout << '1'; // prints "1",
case 2 : cout << '2'; // then prints "2"
case 3 : cout << '3'; // then prints "3"
case 4 : cout << '4'; // then prints "4"
case 5 : cout << '5'; // then prints "5"
case 6 : cout << '6'; // then prints "6"
case 7 : cout << '7'; // then prints "7"
case 8 : cout << '8'; // then prints "8"
case 9 : cout << '9'; // then prints "9"
case 0 : cout << '0'; // then prints "0"
default : cout<<'5'; // :|
}
Number=Number/10;
}
}
//count to 10
#include <iostream>
#include <string>
int main()
{
int i = 0;
beginning:
if (i < 10) {
std::cout << ++i << std::endl;
goto beginning;
}
else goto end;
end:
return 0;
}
Entity veh = World->NewVehicle(type);
...
World->AddAnimal(veh); // insert vehicle to both landscape and world
Code for creating CAMERA object in one big AAA game engine.
void MagicUnit::getSomeVoltage(std::uint64_t w_data, double &val)
{
std::uint64_t r_data = 0;
hwRead((int)Address::Voltage, 3, w_data, 2, &r_data);
val = r_data;
val /= 16; // shit right 4 bits
val *= 0.004;
val -= 8.192;
}
auto settingsFileSize = static_cast<int>(sizeof(_settings));
This was in release branch for a month. Casting wasn't even necessary.