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-- Cached versions of the lua library functions
ZO_TWO_PI = math . pi * 2
end
end
return 0
end
end
return left - right
end
local low , high = 1 , # dataList
local mid = 0
while low <= high do
if ( compareVal == 0 ) then
return true , mid
elseif ( compareVal < 0 ) then
high = mid - 1
else
low = mid + 1
end
end
local numEntries = # dataList
while ( high <= numEntries ) do
return false , high
end
high = high + 1
end
return false , high
end
end
if found then
end
end
end
end
end
if precision == 0 then
end
precision = precision or 1
end
if precision == 0 then
end
precision = precision or 1
if floorValue % 2 == 0 then
return floorValue * precision
else
return ( floorValue + 1 ) * precision
end
end
if precision == 0 then
end
end
end
return from + amount * ( to - from )
end
end
end
if startValue == endValue then
return 0.0
end
end
end
epsilon = epsilon or 0.001
end
end
end
if inheritColor then
end
end
if inheritColor then
end
end
end
end
return true
end
return false
end
local ZO_CallLaterId = 1
local id = ZO_CallLaterId
ZO_CallLaterId = ZO_CallLaterId + 1
function ( )
end )
return id
end
end
do
local workingTable = { }
if i == indexToReplace then
workingTable [ i ] = itemToReplaceWith
else
end
end
end
end
object [ k ] = v
end
end
end
return ( angle - startAngle ) % ( 2 * math . pi )
end
end
end
-- id64s are stored as lua Number type, and sometimes generate the same hash key for very similar numbers.
-- Use this function to get unique hash key for a given id64.
end
local diffX = x1 - x2
local diffY = y1 - y2
end
local diffX = x1 - x2
local diffY = y1 - y2
local diffZ = z1 - z2
end
end
-- Rotate 2D coordinates about the origin by the specified angle.
return x * cosine - y * sine , y * cosine + x * sine
end
-- protect against 1 / 0
if scaleX == 0 then
scaleX = 0.0001
end
if scaleY == 0 then
scaleY = 0.0001
end
local scaleCoefficientX , scaleCoefficientY = 1 / scaleX , 1 / scaleY
local bottomLeftX , bottomLeftY = ZO_Rotate2D ( angle , - 0.5 * scaleCoefficientX , 0.5 * scaleCoefficientY )
local bottomRightX , bottomRightY = ZO_Rotate2D ( angle , 0.5 * scaleCoefficientX , 0.5 * scaleCoefficientY )
end
local iter = iterationBegin
return function ( )
if iter <= iterationEnd then
local ret = iter
return ret
end
end
end |