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Tested with this code:
```
--@client
local HUDRT = render.createRenderTarget("HUDRT")
local w, h = render.getResolution()
local clr = Color(255, 0, 0)
local clearclr = Color(0, 0, 0, 0)
…
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The current wrapping system creates two tables, `sensitive2sf` and `sf2sensitive`, these tables have weak `values` and `keys` respectively, because of the way Starfall does caching by doing `sensitive…
ghost updated
8 years ago
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Considering there's a lack of convenience when it comes to consistency here, this has just been something bugging people for a while. That, and the assumption of the aim_dir function working somewhat …
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```
local FlammableProps = {"drug", "drug_lab", "food", "gunlab", "letter",
"microwave", "money_printer", "spawned_shipment", "spawned_weapon",
"cash_bundle", "prop_physics"}
It's using an entity c…
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You **must** post issues only here. Questions, ideas **must** be posted in [discussions](https://github.com/yuin/gopher-lua/discussions).
Please answer the following before submitting your issue:
…
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hey bro maybe you can cache print function, because you called twice this function.
https://cdn.discordapp.com/attachments/1046147117678338210/1245766881676099784/images_90.jpg?ex=6659f251&is=6658a…
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```
local FlammableProps = {"drug", "drug_lab", "food", "gunlab", "letter",
"microwave", "money_printer", "spawned_shipment", "spawned_weapon",
"cash_bundle", "prop_physics"}
It's using an entity c…
-
```
local FlammableProps = {"drug", "drug_lab", "food", "gunlab", "letter",
"microwave", "money_printer", "spawned_shipment", "spawned_weapon",
"cash_bundle", "prop_physics"}
It's using an entity c…
-
```
local FlammableProps = {"drug", "drug_lab", "food", "gunlab", "letter",
"microwave", "money_printer", "spawned_shipment", "spawned_weapon",
"cash_bundle", "prop_physics"}
It's using an entity c…
-
```
local FlammableProps = {"drug", "drug_lab", "food", "gunlab", "letter",
"microwave", "money_printer", "spawned_shipment", "spawned_weapon",
"cash_bundle", "prop_physics"}
It's using an entity c…