約 6,338,673 件
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CASE8-1 守衛室でイベント。 CASE8-2 イザベラと共に隠れ家へと向かう。隠れ家はノースプラザの銃器店付近。イザベラについていけばいい。 CASE8-3 ジェシーに呼ばれて守衛室へ戻る。イベント発生。 CASE8-4 地下の精肉所へカリートを助けに行く。精肉所へはパラダイスプラザから地下通路へ行き、車で向かうと早い。地下通路の鍵がない場合は中庭から向かう。 精肉所へ入るとラリーとの戦闘。ボス戦。小型チェーンソーがあればゴリ押しで倒せる。 時間をかけすぎるとカリートが殺されてケース失敗になる。
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MANILA, Philippines – In 2012, the Malampaya Deep Water Gas-to-Power project started making some money. The profits remitted to the government were supposed to be used for energy resource development and exploration programs. But under Presidential Decree 910signed in 1976, the President of the Philippines is allowed to determine “other purposes” which the earnings might be used for. These other purposes range from agricultural to rehabilitation projects. By 2004, P600 million was released for priority development projects for Palawan. Through the years, profits going to Palawan would increase especially after former president Gloria Macapagal Arroyo signed in 2007 Executive Order No. 683 authorizing the use of profits from the Malampaya gas project to fund projects in Palawan – the location of the Camago-Malampaya Reservoir. And then things started to go wrong. (READ How the Malampaya fund was plundered) ‘Other purposes’ The release of funds from Malampaya started to spike beginning 2008. That year, the Department of Budget and Management (DBM) released P6.601 billion to the Department of Agriculture (DA), Department of Public Works and Highways (DPWH), and the provincial government of Palawan. The year 2009 (prior to the 2010 presidential elections) saw the biggest release, almost P15 billion, going to DPWH, DA, National Housing Authority, Philippine Army, and Philippine National Police for rehabilitation, infrastructure and housing projects. It was also in 2009 when the Arroyo administration released P900 million to help the survivors of typhoons Ondoy and Pepeng. MALAMPAYA FUND. The Malampaya project has earned P173.280 billion as of June 30, 2013. Of that amount, P38.8 billion was released starting 2004 up to 2012. Graph courtesy of the Commission on Audit MALAMPAYA FUND. The Malampaya project has earned P173.280 billion as of June 30, 2013. Of that amount, P38.8 billion was released starting 2004 up to 2012. Graph courtesy of the Commission on Audit This P900 million was reportedly scammed through the use of non-governmental organizations (NGOs), some of which were linked to Janet Lim Napoles. Of course we know now that as early as 2007, Napoles had been employing a similar scheme to profit from the pork barrel of lawmakers. The Commission on Audit (COA) believes that the DBM’s “laxity” in the release of these funds contributed to the misuse. Because of such findings, the COA is calling for a criminal investigation against officials of the DBM. Senate committee on energy chairman Sherwin Gatchalian supports the investigation, saying that “It is clear that these anomalies are something we have to investigate. Those funds are meant to be used in building a brighter future for the Philippine energy sector. Their misuse will put that future in jeopardy.” Irregular disbursement The total P38-billion release from 2004 to 2012 consists of 184 Special Allotment Release Orders (SAROs). Of those 184, only in 4 instances of a SARO issuance were all rules followed. In 137 instances, 120 of which involved projects with the DPWH, there was even no letter of request from the implementing agency, or in most cases, the DPWH. In 173 cases, there were no endorsements from the Department of Energy (DOE), a requirement stated in Executive Orders 683 and 848. EO 848, signed in 2009, was Arroyo’s order to release funds for typhoon victims. In 171 cases, there was no proof of evaluation from the DBM, again a requirement that COA insists, is provided for under several laws. And in 7 cases, the SAROs did not even have specific projects. In an 80-page sectoral performance audit of the Malampaya fund, the COA already observed anomalies post-disbursement. For example, P958 million worth of funds which went to DA from 2008 to 2009 were found to be ghost projects. There are P20-million worth of projects supposedly for DA’s farm-to-market roads in Botolan, Zambales which were found to have violated the procurement law. Worse, the projects were reported completed, but a year later, an inspection found they were already “scoured, washed out, breached and certain sections not passable.” The PNP received P2.14 billion in 2009 to augment their operational and logistical requirements for search, rescue and rehabilitation efforts in calamity-hit areas. Instead, the money was used for the PNP’s operating expenses, and office and janitorial supplies. “The DBM’s laxity in the release of SAROs to IAs [implementing agencies] and without thorough evaluation, contributed to the misuse of funds by the IAs,” the COA said. Reasons given The officials whose comments were sought have their respective reasons for allowing the disbursements without some mandatory documents. But the COA is not buying some of them. For example, DBM Undersecretary Luz Cantor said that when EO 848 was signed in 2009, some of the requirements laid out by the 2007 EO 683 on the agreements by DBM, DOE, and the Department of Finance (DOF) were no longer applicable. Cantor was referring to the need to have a DOE requirement. But even assuming Cantor is correct on that point, COA said that wouldn’t explain why some SAROs did not have DOE endorsements even before 2009. And it also wouldn’t explain why some SAROs were issued with DOE endorsements from 2011 to 2012. These were SAROs covered during the time of former budget secretary Florencio "Butch" Abad. Five SAROs worth P11.5 billion during his time had DOE endorsements, but 5 other SAROs released during his time did not. Andaya’s defense Most of the projects were given the green light during the time of Arroyo’s budget secretary, Rolando Andaya. Andaya claimed that “it was never required by existing laws, rules and regulations that all aforementioned documents are submitted prior to the release of funds from the Malampaya fund.” Andaya also said that if there was misuse at the level of the implementing agency, then they should be blamed and not the DBM. The COA said that while they are not holding DBM officials accountable for the misuse of funds, they should be held accountable for the irregular disbursements. “DBM did not observe prudence in the release of SAROs and IAs in the disbursement of funds,” the COA said. The COA also noticed that the DBM categorized as "classified" some of the evaluation reports, which they had requested the department to submit for audit purposes. According to COA, there were no significant differences in the reports submitted to them and the reports deemed classified. “Hence it appears that the DBM has been selective in the submission of documents, which [became clearer when it did not specify] the reasons why some of the requested documents were considered classified,” the COA said. “Had DBM been cautious in the documentary requirements and in evaluating the request of IAs in the release of funds, the misuse and wastage of the government’s meager resources could have been averted,” the COA added. Under a memorandum of agreement, the Office of the Ombudsman should be putting this case on priority for filing and for preliminary investigation. The Senate also has the choice to let it go through a public inquiry. As Senator Gatchalian said “This investigation has been a long time coming.” – Rappler.com
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OpenGLのメモ書き OpenGLは世代(バージョン)によってコーディング方法に互換性がありません。 そのため世代に合わせたコーディングスタイルを身につけなければなりません。 大きく分類と、次の2つに分けられます。 固定機能シェーダ プログラマブルシェーダ ここでは、 OpenGL2.xまでは主に固定機能シェーダについて、 OpenGL3.x以上からは主にプログラマブルシェーダについて述べたいと思います。 OpenGL1.x OpenGL2.x (OpenGL ES1) OpenGL3.x - core profile (OpenGL ES2) History QtでOpenGL OpenGLツール glut glew - OpenGL4.xを試すには必須 gl3w - OpenGL3.x 4.x core profile GLM - OpenGL Mathematics SDL デバッグツール glslDevil gDEBuggerに似たGUIデバッグツール,GLSL対応 gDEBugger freeになったようです。 BuGLe (OpenGLデバッガ) 参考 http //www.opengl.org/wiki/
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Guitar Hero 5 項目数 49 総ポイント 1000 難易度:★★☆☆☆ 難しいチャレンジもメンバーの誰かが達成すれば可能なので個人スキルがなくても解除可能 マイクのみでも寄生すればかなり解除可能だが、コンプリートにはギタコンとドラムコントローラが必須 Fest Quartet Quest Play 10 4-Player RockFest Mode games of any type 20 The Grand Tour Unlock every venue in the world, and then some 30 Going Gold Complete 50 of the challenges at Gold or better 20 Going Platinum Complete 50 of the challenges at Platinum or better 30 Going Diamond Complete 50 of the challenges at Diamond 50 Iron Lungs Complete a 25-phrase streak as a Vocalist 20 Sampler Plate Play at least one song in Quickplay, Career and each Competitive game type 30 Producer Create a music studio song 10 The Fabricated Four Create a band of 4 created rockers and play a song with them 10 Quadruple Threat Complete at least one challenge for every instrument at Gold level or better 30 Rocktopus Make a standard 8 player Band v Band match online, win or lose 20 Ménage à Huit Play an online match with 8 players, all on the same instrument 20 Outgoing Complete 25 Pro Face Off matches online(Win or Lose) 10 Barbershop Play a song with 4 Vocalists 10 Drumline Play a song with 4 Drummers 10 String Quartet Play a song with 4 Lead Guitarists 10 All Four Bass Are Belong to Us Play a song with 4 Bass Guitarists 10 Explore the Studio Space Read 5 Tooltips in GHMix 10 Play It To The Bone Make and complete a setlist which is at least 1 hour long 20 Challenge of the Supergroup Challenge 5 band challenges at Gold or better 20 Crowd Pleaser Fill your Rock Meter all the way 5 What s an LP? Complete 14 songs in Quickplay 20 Young Star Collect 25 Stars in Career 10 Rising Star Collect 101 Stars in Career 20 Shooting Star Collect 303 Stars in Career 30 Senior Commander Earn 5 or more Stars on a song in Career or Quickplay 10 Super Star Collect 505 Stars in Career 50 You Want More? Play 5 encore gigs 10 Synchronized Complete 20 Band Moments 10 The Streak Complete a 1001 note streak 30 Crank It Up To 11 Achieve a maxed out band multiplire as a standard band 20 What s New? Complete any tutorial s lesson on a new feature 5 No Mistakes Allowed Streak through the entirety of a song in Quickplay or Career 20 Above And Beyond Complete a song with an average individual multiplier above 4x 10 Score Big Earn 500,000 points in a single song as a solo act 5 Score Bigger Earn 1,000,000 points in a single song as a solo act or band 10 Score Biggest Earn 3,000,000 points in a single song a band 30 Our Powers Combined As a 4 player standard band, all 4 players activate Star Power simultaneously 10 Box Set Complete 100 songs in Quickplay 20 Juke Box Complete 300 songs in Quickplay 30 Chanteuse 5 Star Ex-Girlfriend , Send A Little Love Token and Only Happy When It Rains as a Vocalist 10 Star Cluster Collect 808 Stars in Career 100 Special Guest Complete a song with your Xbox 360 Avatar 10 Representative Complete a sponsor gig challenge at Diamond level 5 秘密の実績 Over 9000! Went super 5 Open Minded Gave every one a chance 50 Starstruck Had a brush with celebrity 20 Did You Finish Like We Did? Came alive 5 The Traditional Beat the game 50 スター収集系実績キャリアは全部で101曲ある。そして1曲で取れる星の数は9個(100%達成で6つ星+チャレンジでダイヤを獲得)が最大のため、ゲーム中で獲得できる星の最大数は909となる。 Barbershop, Drumline, String Quartet, All Four Bass Are Belong to Us4人揃っている状態で曲が開始した瞬間に解除される。5人以上では解除されない。野良で取る場合はTeam Pro-Face offで待つと4人以上集まらないと始まらないのでお勧め。 Ménage à Huit野良で解除する場合はTeam RockFestをギターで待つと良い。 What s an LP?、Box Set、Juke Boxギターで1秒程度のかなり短い曲を10曲程度作成し、パートはボーカルにしてあとは放置でOK。一度、短い曲ばかりまとめたプレイリストをセーブしておけば繰り返しが楽。 The Fabricated FourBANDメンバーを4人とも作成したキャラクターにして1曲クリア自分以外はCPUでも解除される Explore the Studio SpaceGHMix2の曲作成画面でオレンジを長押しすると、Tipsが表示される。これを4、5回見ると解除される。 The Streakオルタネイトに自身があるならDemon(s)のベース(Expert)、Running Down the Dreamのベース(Expert)で届く。“Do You Feel Like We Do? (Live)”のギター(Easy)は、総ノートが1200近くあるので、これでも解除可能。 Crank It Up To 11各パートが1人ずついる4人バンドの状態で、Band Momentを発動した後に全員スターパワーを起動し、個人の倍率を8倍にすれば解除。 Score Big, Score Bigger, Score BiggestDLCのDeath MagneticがあるならAll Nightmare Long推奨。GHMix2でカンタンな曲を作成してそれをプレイでもOK。ノート数の制限はあるが、ボタン四つ同時押しを繰り返せばソロでも700,000はいく。 Chanteuse難易度はビギナーでも解除される Did You Finish Like We Did?"Do You Feel Like We Do? (Live)"を曲の95%以上が終わってから失敗するか、普通に最後まで終える Play It To The Boneクイックプレイで1時間を超えるプレイリストを作成し、リスト内の曲を全部クリアする。ビギナーの放置ボーカルでOK。解除判定は最後の曲でしか行われないので、最後に1秒ほどの短い曲を入れて、途中の曲を全部スキップしても解除可能。 The TraditionalThe Spirit of Radioをクリアすると解除される。手っ取り早く解除する場合はゲームをクリアしているフレンドとホストは向こうの状態でキャリアをプレイし、上記の曲をクリアすると良い。 Quadruple Threatキャリアモードの各楽器のチャレンジで、それぞれゴールド以上を獲得する。ドラムキットがなくても、オンラインキャリアでマッチングしたドラマーがチャレンジをクリアすれば、自分もクリアしたことになる。
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SMP Coding Guideline 勝手な和訳 以下ページの勝手な和訳です。 http //www.minecraftforge.net/wiki/SMP_Coding_Guidelines 2013/09/09 訳終了 目次 はじめに In general ブロックの配置/破壊 Blocks setting/breaking Tile Entities Items Entity (EntityItem 以外) Entities (that aren't EntityItem) Graphics/Models/Rendering/Sound 編集 はじめに In general Minecraft のサーバ (もしくは、その他の一般的なゲームサーバ) がどのように動いているか、考えてみて下さい。 基本的にクライアントとサーバでは同じゲームが動いていますが、サーバはあなたが何をすることが出来て何をすることが出来ないかの判定を受け持っているため、クライアント側で何が起きているかの更新を受け取り続ける必要があります。 Minecraft のサーバは非常に柔軟であり、(特にplayerの動きについては) 鷹揚に受け入れてしまいます。そのため、「一段の段差を登れるようにする」ような簡単な動作を行う mod であれば、サーバ側に変更を加えることなく動作させることが出来ます。 しかし、これには限度があります。default では、明白に飛んでいるような動作や異常な移動速度は kick されます。 Minecraft の同期の仕組みは "おおざっぱ" であり、Block や Entity の位置情報は数秒に一回程度しかクライアントへ送信されません。そのため、クライアントの動作はサーバ側と極力同じように動作する必要があるのです。 Consider how Minecraft servers (or any game servers) work. Basically, both your client and the server are running the same game, but the server has authority over what you can or cannot do, and because of that, needs to be kept updated about what your client does. The Minecraft server is very flexible when it comes to allowing things (especially player movement), so simple clientside mods like stepping over 1 height blocks are possible without changing anything on the server. However, it does by default make sure you cannot fly too obviously, and does only allow you to move so fast before kicking. Minecraft synchronizes very lazyily, Blocks and Entity Positions only get sent every couple seconds to a client, so your clientside needs to do pretty much the same as your serverside. 「…で、SMP 用のコードはどう書けばいいの?」って? では何が必要か見ていきましょう。 So how do I code now for SMP? Let s clarify what needs to be networked 編集 ブロックの配置/破壊 Blocks setting/breaking 特に通常の Modding と変わりません。 あなたは Block を変更する Mod を作る場合、クライアントとサーバのどちらにあるかを区別する必要はありません。 クライアント側のワールドを構成するブロックは数秒ごとに更新されますし、クライアント側での World.setBlock はサーバ側へ影響を及ぼしません。 No. You do not have to change anything to have a Block-changing mod work on server, you do not have to think about distinguishing client/server, the clientside "Block ID at World XYZ" is synchronized every couple seconds, and a clientside World.setBlock wont do anything on a server. ( It will only make your client already presume the new Block, which means you will have no glitch until the server sends you the new data ) Tile Entities 変更点があります。 すべての Inventory や Container はクライアント側とサーバ側の双方で保存されますが、もし差異が生じた場合、サーバ側のデータによってクライアント側のデータが上書きされます。 Forge の IGuiHandler クラスや、MinecraftForge.registerGuiHandler 関数のコードを参照すれば、利用方法のアイデアが浮かぶと思います。 Strong Hint EntityPlayer.openGui をクライアント/サーバのどちらでも利用するのがお勧めです。 Yes. Any Inventory/Container is stored both client and serverside, but if they differ, the server will always override (and overwrite) your client s inventory. Read the Forge IGuiHandler and MinecraftForge.registerGuiHandler source to get an idea of how to accomplish networking here. Strong Hint Use EntityPlayer.openGui both client and server, in which case you don t even need to have differing client/server sources. Check out existing Forge Mods on how to pull it off. 編集 Items 特に変更点はありません。 アイテムを使用する関数はクライアント/サーバの双方で呼び出されますが、SMP で機能するようにするためにあなたが変更を加えなければならない部分はありません。 Note ただし! Entity を発生されるアイテムについては注意が必要です。"Entity" の項目を参照してください。 Note2 地面に落ちているアイテムは含みません。落ちているアイテムは EntityItem のインスタンスですが、これについて何かしなくてはならない事はありません。 No. The item usage methods are called both on client and server, which generally means you don t have to change anything to keep your Item working in SMP. NOTE This does not include an Item that spawns Entities of any kind! See "Entities". NOTE #2 This does not include dropped Items. Dropped anything is an instance of EntityItem, which generally does not need any actions on your part. 編集 Entity (EntityItem 以外) Entities (that aren t EntityItem) 対応が必要です。 少なくとも、クライアントが Entity の発生を伝える Packet を受け取れるように Forge に EntityTracker を登録する必要があります。 あなたの Mod が Entity を発生させる時は、実施するワールドがリモートであることを確認してください。( worldObj.isRemote == false) もし間違えると、見た目だけのにせものの Entity が発生します。 Yes. At the very least, you need to tell Forge to register an EntityTracker for clients to receive spawn packets about your Entities. Whenever your mod spawns an Entity, make sure the World is not a remote World (so worldObj.isRemote must be false), or you will have a dummy dupe Entity. あなたは通常必要です network field の値をサーバからクライアントへ バニラの DataWatchers のコードを読んでみてください。狼のテイムに関するコードは、教材として非常に良いものです。 できる限り、DataWatchers を使用するようにしてください。 あなたの DataWatcher 用に値を選択する場合、Overclasses DataWatcher value のために空きを残すようにしたほうが良いです。 それらが、いつ・より多くの数字を占有しようとするかわからないからです。 Hint クライアント側で dataWatchers を変更しないようにしてください。もし変更した場合、サーバ側からの更新との仁義なき戦いが待っています。 You will usually need to network field values from server to client (prominent vanilla example being taming). Read the vanilla code on DataWatchers, the Wolf taming code is an excellent learning example. Use DataWatchers whenever possible. When selecting a value for your DataWatcher better leave space to the Overclasses DataWatcher values - you never know if and when they decide to occupy more numbers. Hint Make sure the client cannot *write* to dataWatchers or there will be a merciless update battle. あなたがしようとしていることによっては、dataWatchers では達成できないかもしれません。 特に迅速な反応が必要な場合には、Forge Packets のコードを読んで、利用してみてください。 For stuff you absolutely cannot do through dataWatchers, perhaps because response time is critical, read up on Forge Packets and how to use them. もしあなたが Forge ISpawnHandler Interface を実装した場合、新たに発生した Entity には追加の ByteStream が用意されるため、好きなものをやり取りすることができます。 If you implement the Forge ISpawnHandler Interface, it will automatically pass an additional ByteStream to newly spawned Entities of yours, and you can put anything you desire and need into that stream. 注意 あなたのクライアントは、基本的にはサーバと同じコードで Entity を処理しています。しかし、そのためにはサーバと同じ情報が必要です。あなたの Entity が World に変化を生じさせる場合は、クライアント側がそれを知る方法を準備する必要があります。 Remember Your client simulates any given Entity with basically the same code the server is running. But it needs to have the same data! So if your World changes something in your Entity, make sure the client gets notified about it! 編集 Graphics/Models/Rendering/Sound 音声・描画に関する事柄は、完全にすべてクライアント側にあります。 もしブロックや Entity が音を生じるようにした場合、クライアント側のクラスはクライアント側とサーバ側の両方の world でそれが起こるようにしなくてはなりません。 もしどのような音が生じるかを決めるために何かのデータが必要な場合は、Forge Packets を読んで、サーバからクライアントへデータパケットを送るようにする必要があります。 テクスチャについても同様です。 もしクライアントのデフォルト設定から何か変更があった場合、クライアント側へどうにかして伝える必要があります。 もしなにもなければ、特になにもする必要はありません。 Anything audiovisual is completely clientside. If your Blocks or Entities create sounds, make sure the clientside classes will create those in both client and server worlds. If you need any data to decide what sounds need to be played - read up on Forge Packets and send Packets with that data from sever to client. Same for textures. If they change from the client default at any moment in time, you need to notify clients about it somehow. If not, you need not do anything. 「何も教えてくれてないじゃないか!」 その通り! 手取り足取りでは、modding が出来るようにならない、と私は考えています。 バニラのコードを読んでください。 他の人々が作成した SMP版 mod のコードを読んでください。 そして、観察し、学んでください。 基本的なコンセプトを理解しさえすれば、それは難しい事ではありません。 詳細について知りたければ、IRC で質問をするという方法もあるのですから。 「You still havent told me anything!!」 Correct! I do not believe holding someone s hand will make any decent modder out of him. Read the vanilla source, read other people s SMP mods source, OBSERVE AND LEARN. It s not particularly hard once you get the concepts. And you can always ask in the IRC channels for specifics. 一般的なポイントをあといくつか挙げておきます。 Some more pointers for coding in general すべきこと Do あなたのコードにコメントを書きましょう。また、名前をつける時は意味のある名前にしましょう あなた自身や誰かが数ヵ月後にそのコードを見たときに、関数のことを「何かしているヤツ」と呼ぶ羽目になります。 Notch のクラスから継承しているあなたのクラスの全ての関数には、@Override アノテーションをつけましょう MCP が関数名のマッピングを変更した場合、すぐに知ることが出来ます。 World に変化を及ぼす「すべての」関数は、現在の World (そして必要なら player)を引数として渡すようにしましょう サーバ側から見ると、多くの world と多くの player が居るのです。 Minecraft のコードやクラスを出来るだけ利用しましょう 利用したほうが作業が減りますし、Minecraft との親和性も増します。 World.isRemote を利用して、modが動作している world がクライアントかサーバかを判別しましょう。そして、明確なコードを書きましょう コード上のその場所で何をしているかを明確にすることで、厄介なバグを取り除く作業が後々楽になります。 MinecraftForge のクラスをいろいろと見てみてください 特に、ModLoader.getMinecraftServerInstance.configManager が何をしているかを見てみてください。 comment your code, and give everything meaningful names. If you or someone else looks at it months later, you will curse the guy who called this method "doStuff" put @Override annotations on every method your custom classes inherit from Notch classes. If MCP changes mappings, you will know immediatly. make sure *any* World interaction methods always pass the current World as argument, and the player if one is concerned. A server has multiple Worlds and many players. use MC code and -classes wherever possible. It saves work and makes your mod comply better with Minecraft. use World.isRemote to decide if a world is client or serverside, and act accordingly write clean, legible code. It makes the pesky bug hunting later a lot easier if you can actually comprehend what you did there. check out the MinecraftForge class on what it has to offer you also check out ModLoader.getMinecraftServerInstance.configManager on what it offers (in particular, sending Packets to players) すべきではないこと Don t 絶対確実にクライアント側であることが保証できないが、ModLoader.getMinecraftInstance.theWorld や ModLoader.getMinecraftInstance.thePlayer を使用する これらの関数は、サーバ側では決して動作しません。 2 行の変更のために、minecraft のクラスをまるごとコピーする extends や @Override を利用して、変更したい部分だけを変更しましょう。 World.isRemote が true の時(サーバ側ではない)に、World.spawnEntity を使う やめましょう。 特に方針や方向性は決まってないが、とりあえずコードを書いてみる 後になってコードを修正しようとしたときに、少なくとも 3 倍以上の労力が必要となるでしょう use ModLoader.getMinecraftInstance.theWorld and ModLoader.getMinecraftInstance.thePlayer in anything that isn t strictly client. This will NEVER work on a server. copy entire minecraft classes only to change 2 lines. Use "extends" and "@Override" on what you need changed! use World.spawnEntity when World.isRemote is true. Never. code without a plan. If you have to unscrew your code later, you will do the triple amount of work at least. 編集
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100MV スペック※ノーマル CAR No.:015 CLASS:A 全長:4760mm 全幅:1754mm 全高:1399mm 車重:1469kg 駆動形式:FR エンジン形式:直列6気筒ターボ 排気量:2491cc 最高出力:280PS 最大トルク:38.5kg/m 価格:CP 購入可能条件: 解説 100TVとは顔つきのみが違う兄弟車。 TVに比べておとなしい顔つきをしている為、走り屋には余り人気がない。その為価格も少し安くなっているし、性能は変わらないので、むしろお買い得だろう。 シングルターボながら中低速のトルクが太く、大柄なセダンボディを引っ張ってくれる。またエンジン自体が丈夫なので、結構ハードなチューンにも耐えられる。 但しタービンはそんなに丈夫ではないので交換は必須だろう。また足回りもパワーに負けているので固めてやる必要がある。 備考 モデルとなった車種はトヨタ・マークII ツアラーV (JZX100前期型)。 名前 コメント