
Dan O'Connor
Cerberus Network Dignitas.
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Posted - 2010.04.14 20:29:00 -
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Edited by: Dan O''Connor on 14/04/2010 20:31:40 Edited by: Dan O''Connor on 14/04/2010 20:31:15 Edited by: Dan O''Connor on 14/04/2010 20:29:44
Originally by: Taedrin
Originally by: Bimjo please do NOT be anal and correct my programmig,tis only for a bit of fun
void Main(void) { create_character(); while(1) { Play_Eve(); train_skills(); if burnt_out = 1 then take_a_break(); }; };
void create_character(void) { pay_ccp("09-May-2003","12:26"); create_character(); go_WTF_to_myself(); lose_girlfriend(); geek_L3_to_L4(); };
void Play_Eve(void) { joy(); wonderment(); PvP(); Missions(); Friends(); AVOID_MINING_AT_ALL_COSTS(); Produce(); Research(); low_sec(); zero_zero(); wormholes(); twenty_other_activities(); };
void take_a_break(void) { while(1) { if burnt_out = 0 then return; train_skills(); }; };
void train_skills(void) { decide_which(); do_it(); aaaahhhh(); };
Can't.... resist...
In C/C++ only function declarations are terminated by a semicolon. Function definitions are NOT terminated by a semicolon. Somewhat confusing when struct and class definitions ARE terminated by a semicolon, though.
Also, using the [code] tags allows you to preserve whitespacing (and forces a monospaced font).
Sorry, some of us are a little bit too obsessed.
I think I'd prefer the Objective-C variant.
int main() { NSGame *newGame = [[NSGame alloc] initWithGame: @"EVE Online"];
// Load EVE Core [newGame initializeSpace]; [newGame disableDeepSafeNerf]; // DEV ONLY! Lock Threads of people talking about this call - CCP Zymurgist [newGame initializeHighSec withNPC: @"CONCORD"]; [newGame initializeLowSec withNPC: nil]; [newGame initializeZeroSec withNPC: nil]; [newGame loadCelestials]; // Stations, Roids, Planets, Moons [newGame initStargateNetwork]; [newGame createRandomWormholes startMass: 1000000 endMass: 1000000000 withMaxLifetime: 4]; // Min and Max KG a wormhole can carry in lifespan, and max lifespan in days
[newGame getCurrentLoggedInChar];
[newGame startAura]; [newGame renderEnvironment];
while ([newGame userHasQuit] == NO) { [newGame renderEnvironment]; // Renders, well, everything }
return 0;
}
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