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自学教程:C++ CreateVPhysics函数代码示例

51自学网 2021-06-01 20:15:19
  C++
这篇教程C++ CreateVPhysics函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中CreateVPhysics函数的典型用法代码示例。如果您正苦于以下问题:C++ CreateVPhysics函数的具体用法?C++ CreateVPhysics怎么用?C++ CreateVPhysics使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了CreateVPhysics函数的29个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Precache

void CNewRecharge::Spawn(){	Precache( );	SetMoveType( MOVETYPE_NONE );	SetSolid( SOLID_VPHYSICS );	CreateVPhysics();	SetModel( HEALTH_CHARGER_MODEL_NAME );	AddEffects( EF_NOSHADOW );	ResetSequence( LookupSequence( "idle" ) );	SetInitialCharge();	UpdateJuice( MaxJuice() );	m_nState = 0;			m_iCaps	= FCAP_CONTINUOUS_USE;	CreateVPhysics();	m_flJuice = m_iJuice;	m_iReactivate = 0;	SetCycle( 1.0f - ( m_flJuice / MaxJuice() ) );}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:28,


示例2: Precache

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNewWallHealth::Spawn(void){	Precache( );	SetMoveType( MOVETYPE_NONE );	SetSolid( SOLID_VPHYSICS );	CreateVPhysics();	SetModel( HEALTH_CHARGER_MODEL_NAME );	AddEffects( EF_NOSHADOW );	ResetSequence( LookupSequence( "idle" ) );	m_iJuice = sk_healthcharger.GetInt();	m_nState = 0;			m_iReactivate = 0;	m_iCaps	= FCAP_CONTINUOUS_USE;	CreateVPhysics();	m_flJuice = m_iJuice;	SetCycle( 1.0f - ( m_flJuice /  sk_healthcharger.GetFloat() ) );}
开发者ID:SizzlingStats,项目名称:hl2sdk-ob-valve,代码行数:28,


示例3: Precache

//------------------------------------------------// Spawn//------------------------------------------------void CPropCannon::Spawn( void ){	Precache();	SetModel( STRING( GetModelName() ) );	SetCollisionGroup( COLLISION_GROUP_VEHICLE );	BaseClass::Spawn();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_SOLID );	SetMoveType( MOVETYPE_NOCLIP );	m_takedamage = DAMAGE_EVENTS_ONLY;	m_takedamage = DAMAGE_EVENTS_ONLY;	m_flTurn = 0;	m_flExtension = 0;	m_flFlyTime = 0.0f;	m_flNextAttackTime = gpGlobals->curtime;	InitCannonSpeeds();		SetPoseParameter( "armextensionpose", m_flExtension );	CreateVPhysics();	SetNextThink( gpGlobals->curtime );}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:31,


示例4: Precache

//------------------------------------------------// Spawn//------------------------------------------------void CPropCrane::Spawn( void ){	Precache();	SetModel( STRING( GetModelName() ) );	SetCollisionGroup( COLLISION_GROUP_VEHICLE );	BaseClass::Spawn();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_SOLID );	SetMoveType( MOVETYPE_NOCLIP );	m_takedamage = DAMAGE_EVENTS_ONLY;	m_flTurn = 0;	m_flExtension = 0;	m_flNextDangerSoundTime = 0;	m_flNextCreakSound = 0;	m_flNextDropAllowedTime = 0;	m_flSlowRaiseTime = 0;	m_bDropping = false;	m_bMagnetOn = false;	InitCraneSpeeds();	SetPoseParameter( "armextensionpose", m_flExtension );	CreateVPhysics();	SetNextThink( gpGlobals->curtime );}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:32,


示例5: CreateVPhysics

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_Furniture::OnRestore( void ){	// Recreate any bone followers we have	CreateVPhysics();	BaseClass::OnRestore();}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:10,


示例6: Precache

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void Dota_Resupply::Spawn( void ){	Precache();	BaseClass::Spawn();	SetModel( STRING( GetModelName() ) );	SetMoveType( MOVETYPE_NONE );	SetSolid( SOLID_VPHYSICS );	CreateVPhysics();	ResetSequence( LookupSequence( "Idle" ) );	SetBodygroup( 1, true );	m_flCloseTime = gpGlobals->curtime;	m_flAnimTime = gpGlobals->curtime;	m_flPlaybackRate = 0.0;	SetCycle( 0 );	m_takedamage = DAMAGE_EVENTS_ONLY;	// Issue #28: JMS - 2013-10-12 - ammobox needs to fire a new modevent letting all clients know that one is spawned	IGameEvent *pEvent = gameeventmanager->CreateEvent( "ammobox_spawn" );	if ( pEvent )	{		pEvent->SetInt( "entindex", entindex() );		gameeventmanager->FireEvent( pEvent );	}}
开发者ID:schroe2a,项目名称:DotaSource2,代码行数:32,


示例7: Precache

void CPhysicsCannister::Spawn( void ){	Precache();	SetModel( STRING(GetModelName()) );	SetBloodColor( DONT_BLEED );	AddSolidFlags( FSOLID_CUSTOMRAYTEST );	m_takedamage = DAMAGE_YES;	SetNextThink( TICK_NEVER_THINK );	if ( m_iHealth <= 0 )		m_iHealth = 25;	m_flAnimTime = gpGlobals->curtime;	m_flPlaybackRate = 0.0;	SetCycle( 0 );	m_bFired = false;	// not thrusting	m_active = false;	CreateVPhysics();	if ( !VPhysicsGetObject() )	{		// must have a physics object or code will crash later		UTIL_Remove(this);	}}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:28,


示例8: SetMoveType

void CFuncBrush::Spawn( void ){	SetMoveType( MOVETYPE_PUSH );  // so it doesn't get pushed by anything	SetSolid( SOLID_VPHYSICS );	AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );	if ( m_iSolidity == BRUSHSOLID_NEVER )	{		AddSolidFlags( FSOLID_NOT_SOLID );	}	SetModel( STRING( GetModelName() ) );	if ( m_iDisabled )		TurnOff();		// If it can't move/go away, it's really part of the world	if ( !GetEntityName() || !m_iParent )		AddFlag( FL_WORLDBRUSH );	CreateVPhysics();	// Slam the object back to solid - if we really want it to be solid.	if ( m_bSolidBsp )	{		SetSolid( SOLID_BSP );	}}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:29,


示例9: SetModel

void CFunc_LOD::Spawn(){	// Bind to our bmodel.	SetModel( STRING( GetModelName() ) );	SetSolid( SOLID_BSP );	BaseClass::Spawn();	CreateVPhysics();}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:9,


示例10: Precache

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CGrenadeHopwire::Spawn( void ){	Precache();	SetModel( GRENADE_MODEL_CLOSED );	SetCollisionGroup( COLLISION_GROUP_PROJECTILE );		CreateVPhysics();}
开发者ID:Muini,项目名称:Nag-asw,代码行数:12,


示例11: Precache

//------------------------------------------------------------------------------// Purpose://------------------------------------------------------------------------------void CPlayer_Control::Spawn( void ){	Precache();	SetFriction( 0.55 ); // deading the bounce a bit		m_bActive = false;	CreateVPhysics();}
开发者ID:TotallyMehis,项目名称:ZM-Updated,代码行数:12,


示例12: Precache

void CArmorPiece::Spawn(void){	BaseClass::Spawn();	Precache();	SetModel(STRING(GetModelName()));	CreateVPhysics();}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:9,


示例13: SetClassname

void CReplayBall::Spawn( void ){	SetClassname("replay_ball");	Precache();	SetModelName(MAKE_STRING(BALL_MODEL));	CreateVPhysics();	//SetSolid(SOLID_NONE);	SetSimulatedEveryTick(true);	SetAnimatedEveryTick(true);}
开发者ID:rain2372,项目名称:IOS-1,代码行数:10,


示例14: Precache

void CNPCWheatleyBoss::Spawn(void){	Precache();	SetModel(BOSS_MODEL);	SetSolid(SOLID_VPHYSICS);	CreateVPhysics();	BaseClass::Spawn();}
开发者ID:RubberWar,项目名称:Portal-2,代码行数:10,


示例15: SetMoveType

void CFuncVPhysicsClip::Spawn( void ){	SetMoveType( MOVETYPE_PUSH );  // so it doesn't get pushed by anything	SetSolid( SOLID_VPHYSICS );	AddSolidFlags( FSOLID_NOT_SOLID );	SetModel( STRING( GetModelName() ) );	AddEffects( EF_NODRAW );	CreateVPhysics();	VPhysicsGetObject()->EnableCollisions( !m_bDisabled );}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:10,


示例16: ParsePropData

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CBreakable::Spawn( void ){	// Initialize damage modifiers. Must be done before baseclass spawn.	m_flDmgModBullet = func_breakdmg_bullet.GetFloat();	m_flDmgModClub = func_breakdmg_club.GetFloat();	m_flDmgModExplosive = func_breakdmg_explosive.GetFloat();	ParsePropData();    Precache( );    	if ( !m_iHealth || FBitSet( m_spawnflags, SF_BREAK_TRIGGER_ONLY ) )	{		// This allows people to shoot at the glass (since it's penetrable)		if ( m_Material == matGlass )		{			m_iHealth = 1;		}		m_takedamage = DAMAGE_NO;	}	else	{		m_takedamage = DAMAGE_YES;	}	m_iMaxHealth = ( m_iHealth > 0 ) ? m_iHealth : 1;  	SetSolid( SOLID_BSP );    SetMoveType( MOVETYPE_PUSH );		// this is a hack to shoot the gibs in a specific yaw/direction	m_angle = GetLocalAngles().y;	SetLocalAngles( vec3_angle );		SetModel( STRING( GetModelName() ) );//set size and link into world.	SetTouch( &CBreakable::BreakTouch );	if ( FBitSet( m_spawnflags, SF_BREAK_TRIGGER_ONLY ) )		// Only break on trigger	{		SetTouch( NULL );	}	// Flag unbreakable glass as "worldbrush" so it will block ALL tracelines	if ( !IsBreakable() && m_nRenderMode != kRenderNormal )		AddFlag( FL_WORLDBRUSH );	if ( m_impactEnergyScale == 0 )	{		m_impactEnergyScale = 1.0;	}	CreateVPhysics();}
开发者ID:Biohazard90,项目名称:g-string_2013,代码行数:57,


示例17: SetLocalAngles

void CFuncWall::Spawn( void ){	SetLocalAngles( vec3_angle );	SetMoveType( MOVETYPE_PUSH );  // so it doesn't get pushed by anything	SetModel( STRING( GetModelName() ) );		// If it can't move/go away, it's really part of the world	AddFlag( FL_WORLDBRUSH );	// set manual mode	CreateVPhysics();}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:12,


示例18: QAngle

//------------------------------------------------------------------------------// Purpose: Called before spawning, after keyvalues have been parsed.//------------------------------------------------------------------------------void CFuncMoveLinear::Spawn( void ){	// Convert movedir from angles to a vector	QAngle angMoveDir = QAngle( m_vecMoveDir.x, m_vecMoveDir.y, m_vecMoveDir.z );	AngleVectors( angMoveDir, &m_vecMoveDir );	SetMoveType( MOVETYPE_PUSH );	SetModel( STRING( GetModelName() ) );		// Don't allow zero or negative speeds	if (m_flSpeed <= 0)	{		m_flSpeed = 100;	}		// If move distance is set to zero, use with width of the 	// brush to determine the size of the move distance	if (m_flMoveDistance <= 0)	{		Vector vecOBB = CollisionProp()->OBBSize();		vecOBB -= Vector( 2, 2, 2 );		m_flMoveDistance = DotProductAbs( m_vecMoveDir, vecOBB ) - m_flLip;	}	/* BM: Fixing this based on: https://developer.valvesoftware.com/wiki/CFuncMoveLinear_Fix	m_vecPosition1 = GetAbsOrigin() - (m_vecMoveDir * m_flMoveDistance * m_flStartPosition);	m_vecPosition2 = m_vecPosition1 + (m_vecMoveDir * m_flMoveDistance);	m_vecFinalDest = GetAbsOrigin();	//*/	m_vecPosition1 = GetLocalOrigin() - (m_vecMoveDir * m_flMoveDistance * m_flStartPosition);	m_vecPosition2 = m_vecPosition1 + (m_vecMoveDir * m_flMoveDistance);	m_vecFinalDest = GetLocalOrigin();	//*/ The start & end positions are now calculated in local (parent) space.	SetTouch( NULL );	Precache();	// It is solid?	SetSolid( SOLID_VPHYSICS );	if ( FClassnameIs( this, "func_water_analog" ) )	{		AddSolidFlags( FSOLID_VOLUME_CONTENTS );	}	if ( !FClassnameIs( this, "func_water_analog" ) && FBitSet (m_spawnflags, SF_MOVELINEAR_NOTSOLID) )	{		AddSolidFlags( FSOLID_NOT_SOLID );	}	CreateVPhysics();}
开发者ID:SCell555,项目名称:source-sdk-2013,代码行数:56,


示例19: Precache

//// Tentacle Spawn//void CNPC_Tentacle::Spawn( ){	Precache( );	SetSolid( SOLID_BBOX );	//Necessary for TestCollision to be called for hitbox ray hits	AddSolidFlags( FSOLID_CUSTOMRAYTEST );	SetMoveType( MOVETYPE_NONE );	ClearEffects();	m_iHealth			= 75;	SetSequence( 0 );	SetModel( "models/tentacle2.mdl" );	UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );	// Use our hitboxes to determine our render bounds	CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );	m_takedamage		= DAMAGE_AIM;	AddFlag( FL_NPC );		m_bloodColor		= BLOOD_COLOR_GREEN;	ResetSequenceInfo( );	m_iDir = 1;	SetThink( &CNPC_Tentacle::Start );	SetNextThink( gpGlobals->curtime + 0.2 );	SetTouch( &CNPC_Tentacle::HitTouch );	m_flInitialYaw = GetAbsAngles().y;	GetMotor()->SetIdealYawAndUpdate( m_flInitialYaw );		g_fFlySound = FALSE;	g_fSquirmSound = FALSE;	m_iHitDmg = 200;	if (m_flMaxYaw <= 0)		m_flMaxYaw = 65;	m_NPCState = NPC_STATE_IDLE;	UTIL_SetOrigin( this, GetAbsOrigin() );	CreateVPhysics();	AddEffects( EF_NOSHADOW );}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:55,


示例20: SetMoveType

void CWeightButton::Spawn(){	BaseClass::Spawn();	// Convert movedir from angles to a vector	SetMoveType( MOVETYPE_VPHYSICS );	SetSolid( SOLID_VPHYSICS ); 	SetModel( STRING( GetModelName() ) );	CreateVPhysics();	SetThink( &CWeightButton::TriggerThink );	SetNextThink( gpGlobals->curtime + TICK_INTERVAL );	m_bHasBeenPressed = false;}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:13,


示例21: Precache

//-----------------------------------------------------------------------------// Purpose: Spawn the object//-----------------------------------------------------------------------------void CExtinguisherCharger::Spawn( void ){	Precache();	SetSolid( SOLID_BSP );	SetMoveType( MOVETYPE_PUSH );	SetModel( STRING( GetModelName() ) );	m_bSoundOn = false;	CreateVPhysics();}
开发者ID:SCell555,项目名称:source-sdk-2013,代码行数:16,


示例22: Precache

void CTripwireHook::Spawn( void ){	Precache( );	SetModel( "models/Weapons/w_grenade.mdl" );//<<CHECK>>	UTIL_SetSize(this, Vector( -1, -1, -1), Vector(1,1, 1));	m_takedamage		= DAMAGE_NO;	m_bAttached			= false;	CreateVPhysics();}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:13,


示例23: Precache

//-----------------------------------------------------------------------------// Purpose: the entity//-----------------------------------------------------------------------------void CNPC_RocketTurret::Spawn( void ){ 	Precache();	BaseClass::Spawn();	SetViewOffset( vec3_origin );	AddEFlags( EFL_NO_DISSOLVE );	SetModel( ROCKET_TURRET_MODEL_NAME );	SetSolid( SOLID_VPHYSICS );	m_iMuzzleAttachment = LookupAttachment ( "barrel" );	m_iLightAttachment = LookupAttachment ( "eye" );	m_iPosePitch = LookupPoseParameter( "aim_pitch" );	m_iPoseYaw   = LookupPoseParameter( "aim_yaw" );	m_vecCurrentAngles = m_vecGoalAngles = GetAbsAngles();	CreateVPhysics();	//Set our autostart state	m_bEnabled	 = ( ( m_spawnflags & SF_ROCKET_TURRET_START_INACTIVE ) == false );	// Set Locked sprite	if ( m_bEnabled )	{		m_iLaserState = 1;		SetSequence(LookupSequence("idle"));	}	else	{		m_iLaserState = 0;		SetSequence(LookupSequence("inactive"));	}	SetCycle(1.0f);	UpdateSkin( ROCKET_SKIN_IDLE );	SetPoseParameter( "aim_pitch", 0 );	SetPoseParameter( "aim_yaw", -180 );	if ( m_bEnabled )	{		SetThink( &CNPC_RocketTurret::FollowThink );	}		SetNextThink( gpGlobals->curtime + ROCKET_TURRET_THINK_RATE );}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:53,


示例24: CreateVPhysics

void CGEPropDynamic::Materialize(void){	//A more lightweight and optional func_rebreakable materalize function 	CreateVPhysics();	if (m_bRobustSpawn)	{		// iterate on all entities in the vicinity.		CBaseEntity *pEntity;		Vector max = CollisionProp()->OBBMaxs();		for (CEntitySphereQuery sphere(GetAbsOrigin(), max.NormalizeInPlace()); (pEntity = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity())		{			if (pEntity == this || pEntity->GetSolid() == SOLID_NONE || pEntity->GetSolid() == SOLID_BSP || pEntity->GetSolidFlags() & FSOLID_NOT_SOLID || pEntity->GetMoveType() & MOVETYPE_NONE)				continue;			// Ignore props that can't move			if (pEntity->VPhysicsGetObject() && !pEntity->VPhysicsGetObject()->IsMoveable())				continue;			// Prevent respawn if we are blocked by anything and try again in 1 second			if (Intersects(pEntity))			{				SetSolid(SOLID_NONE);				AddSolidFlags(FSOLID_NOT_SOLID);				VPhysicsDestroyObject();				SetNextThink(gpGlobals->curtime + 1.0f);				return;			}		}	}	m_iHealth = m_iHealthOverride;	if (m_iHealth > 0)		m_takedamage = DAMAGE_YES;	RemoveEffects(EF_NODRAW);	RemoveSolidFlags(FSOLID_NOT_SOLID);	m_bUsingBrokenSkin = false;	if (m_bUseRandomSkins)		PickNewSkin();	else		m_nSkin = m_iStartingSkin;	SetRenderColor(m_col32basecolor.r, m_col32basecolor.g, m_col32basecolor.b);	m_Respawn.FireOutput(this, this);}
开发者ID:djoslin0,项目名称:ges-legacy-code,代码行数:50,


示例25: Precache

//---------------------------------------------------------//---------------------------------------------------------void CBounceBomb::Spawn(){	Precache();	Wake( false );	SetModel("models/props_combine/combine_mine01.mdl");	SetSolid( SOLID_VPHYSICS );	m_hSprite.Set( NULL );	m_takedamage = DAMAGE_EVENTS_ONLY;	// Find my feet!	m_iHookN = LookupPoseParameter( "blendnorth" );	m_iHookE = LookupPoseParameter( "blendeast" );	m_iHookS = LookupPoseParameter( "blendsouth" );	m_iAllHooks = LookupPoseParameter( "blendstates" );	m_flHookPositions = 0;	SetHealth( 100 );	m_bBounce = true;	SetSequence( SelectWeightedSequence( ACT_IDLE ) );	OpenHooks( true );	m_bHeldByPhysgun = false;		m_iFlipAttempts = 0;	if( !GetParent() )	{		// Create vphysics now if I'm not being carried.		CreateVPhysics();	}	m_flTimeGrabbed = FLT_MAX;	if( m_bDisarmed )	{		SetMineState( MINE_STATE_DORMANT );	}	else	{		SetMineState( MINE_STATE_DEPLOY );	}}
开发者ID:paralin,项目名称:hl2sdk,代码行数:51,


示例26: Precache

//-----------------------------------------------------------------------------// Purpose: Spawn the object//-----------------------------------------------------------------------------void CExtinguisherCharger::Spawn( void ){	Precache();	SetSolid( SOLID_BSP );	SetMoveType( MOVETYPE_PUSH );	UTIL_SetSize( this, EntitySpaceMins(), EntitySpaceMaxs() );	SetModel( STRING( GetModelName() ) );	Relink();	m_bSoundOn = false;	CreateVPhysics();}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:18,


示例27: Precache

void CRecharge::Spawn(){	Precache( );	SetSolid( SOLID_BSP );	SetMoveType( MOVETYPE_PUSH );	SetModel( STRING( GetModelName() ) );	m_iJuice = sk_suitcharger.GetFloat();	SetTextureFrameIndex( 0 );	m_iCaps	= FCAP_CONTINUOUS_USE;	CreateVPhysics();}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:15,


示例28: Precache

void CRecharge::Spawn(){	Precache( );	SetSolid( SOLID_BSP );	SetMoveType( MOVETYPE_PUSH );	Relink();	UTIL_SetSize(this, EntitySpaceMins(), EntitySpaceMaxs());	SetModel( STRING( GetModelName() ) );	m_iJuice = sk_suitcharger.GetFloat();	SetTextureFrameIndex( 0 );	CreateVPhysics();}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:15,


示例29: SetCollisionGroup

void CGrenade_Brickbat::Spawn( void ){	SetCollisionGroup( COLLISION_GROUP_PROJECTILE );	SetTouch( BrickbatTouch );	SetThink( BrickbatThink );	SetNextThink( gpGlobals->curtime + 0.1f );	m_takedamage = DAMAGE_YES;	m_iHealth = 1;	SetGravity( 1.0 );	SetSequence( 1 );	CreateVPhysics();}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:15,



注:本文中的CreateVPhysics函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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