public static String doCensor(String s) { long l = NetDrawingTools.CurrentTimeMillis(); char[] ac = s.ToCharArray(); method495(ac); String s1 = (new String(ac)).Trim(); ac = s1.ToLower().ToCharArray(); String s2 = s1.ToLower(); method505(ac); method500(ac); method501(ac); method514(ac); for (int j = 0; j < exceptions.Length; j++) { for (int k = -1; (k = s2.IndexOf(exceptions[j], k + 1)) != -1;) { char[] ac1 = exceptions[j].ToCharArray(); Array.Copy(ac1, 0, ac, k, ac1.Length); } } method498(s1.ToCharArray(), ac); method499(ac); long l1 = NetDrawingTools.CurrentTimeMillis(); return((new String(ac)).Trim()); //xxx chat filter, return s to avoid }
public void mousePressed(int mouseX, int mouseY, bool left) { int i = mouseX; int j = mouseY; if (gameFrame != null) { i -= 4; j -= 22; } idleTime = 0; clickX = i; clickY = j; clickTime = NetDrawingTools.CurrentTimeMillis(); if (!left) { clickMode1 = 2; clickMode2 = 2; } else { clickMode1 = 1; clickMode2 = 1; } clickMode3 = clickMode1; }
public CollisionMap(int a = 0, int b = 0) { anInt290 = 0; anInt291 = 0; anInt292 = a; anInt293 = b; anIntArrayArray294 = NetDrawingTools.CreateDoubleUIntArray(anInt292, anInt293); // new int[anInt292][anInt293]; method210(); }
public void createClientFrame(int i, int j) { myWidth = Screen.width; myHeight = Screen.height; fullGameScreen = new RSImageProducer(myWidth, myHeight); helvetica = new UnityEngine.Font("Helvetica"); drawLoadingText(0, "Loading..."); signlink.run(); Loom.StartSingleThread(() => { startUp(); }, System.Threading.ThreadPriority.Normal, true); for (int k1 = 0; k1 < 10; k1++) { aLongArray7[k1] = NetDrawingTools.CurrentTimeMillis(); } }
public Sprite(byte[] abyte0, object component = null) { //try //{ Texture2D image = null; // Image image = Toolkit.getDefaultToolkit().getImage(signlink.findcachedir()+"mopar.jpg"); //Image image = Toolkit.getDefaultToolkit().createImage(abyte0); Loom.DispatchToMainThread(() => { image = new Texture2D(0, 0); //Image.FromStream(new MemoryStream(abyte0)); image.LoadImage(abyte0); Texture2D newImage = new Texture2D(image.width, image.height); int iWidth = image.width; int iHeight = image.height; for (int i = 0; i < iWidth; i++) { for (int j = 0; j < iHeight; j++) { newImage.SetPixel(i, iHeight - j - 1, image.GetPixel(i, j)); } } newImage.Apply(); myWidth = newImage.width; myHeight = newImage.height; anInt1444 = myWidth; anInt1445 = myHeight; anInt1442 = 0; anInt1443 = 0; myPixels = NetDrawingTools.ReadPixels(newImage, myWidth, myHeight); }, true, true); //MediaTracker mediatracker = new MediaTracker(component); //mediatracker.addImage(image, 0); //mediatracker.waitForAll(); //} //catch (Exception _ex) //{ // UnityEngine.Debug.Log("Error converting jpg"); //} }
public static void method528(int i) { animationlist = NetDrawingTools.CreateDoubleClass36Array(4000, 0); //new Class36[4000][0]; }
public void ClientUpdateLoop() { //startUp(); int i = 0; int j = 256; int k = 1; int l = 0; int i1 = 0; for (int j1 = 0; j1 < 10; j1++) { aLongArray7[j1] = NetDrawingTools.CurrentTimeMillis(); } while (true) { // if((NetDrawingTools.CurrentTimeMillis() - lastGameFrame) >= 20) // { // clientUpdate(); // lastGameFrame = NetDrawingTools.CurrentTimeMillis(); // } if (anInt4 < 0) { break; } if (anInt4 > 0) { anInt4--; if (anInt4 == 0) { exit(); return; } } int k1 = j; int i2 = k; j = 300; k = 1; long l2 = NetDrawingTools.CurrentTimeMillis(); if (aLongArray7[i] == 0L) { j = k1; k = i2; } else if (l2 > aLongArray7[i]) { j = (int)((long)(2560 * delayTime) / (l2 - aLongArray7[i])); } if (j < 25) { j = 25; } if (j > 256) { j = 256; k = (int)((long)delayTime - (l2 - aLongArray7[i]) / 10L); } if (k > delayTime) { k = delayTime; } aLongArray7[i] = l2; i = (i + 1) % 10; if (k > 1) { for (int j2 = 0; j2 < 10; j2++) { if (aLongArray7[j2] != 0L) { aLongArray7[j2] += k; } } } if (k < minDelay) { k = minDelay; } try { Thread.Sleep(k); } catch (Exception interruptedexception) { i1++; } for (; l < 256; l += j) { clickMode3 = clickMode1; saveClickX = clickX; saveClickY = clickY; aLong29 = clickTime; clickMode1 = 0; processGameLoop(); readIndex = writeIndex; } l &= 0xff; if (delayTime > 0) { fps = (1000 * j) / (delayTime * 256); } shouldDraw = true; } }