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升級源碼

發布時間: 2022-08-10 21:16:22

linux已經安裝了一個包,如何進行編譯源碼升級

找個有更新包的 yum 源相對簡單些。

直接安裝源碼指定安裝路徑,也是可以的。

⑵ 在嗎我朋友有一套源碼 需要更新升級 我該怎麼做

你要說一下是什麼軟體什麼環境開發的啊,c/c++/vb/js/php/c#程序語言太多了,電腦的手機的!

⑶ 我有一個05版本的C#源碼 如何升級到10版本

首先電腦上得裝有10的vs 然後選擇用右鍵打開.sln的文件,就會提示你升級,另外注意做好備份,一但升級是沒法再降低版本了

⑷ 僵屍模式升級插件源碼 "源碼" (CS源碼)

#include <amxmodx>
#include <umitem>
#include <engine>
#include <cstrike>
#include <fakemeta>
#include <fun>

#define MAXMINES 3
#define MINE_DAMAGE 20
#define MINE_HEALTH 1000
#define MINE_INT_TEAM EV_INT_iuser1
#define MINE_OWNER EV_INT_iuser3
#define DMG_BULLET (1<<1)

new PLUGIN_NAME[] = "UM Item: Laser Mine"
new PLUGIN_AUTHOR[] = "Cheap_Suit"
new PLUGIN_VERSION[] = "1.1"

new Float:Delay[33]
new g_PlayerMines[33]
new boom, beam
new bool:g_lasermine[33]
new g_msgDeathMsg
new g_msgScoreInfo
new g_msgDamage
new bool:g_Dropped[33]

public plugin_init()
{
register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR)
register_item("Laser Mine", "Hold out your knife and press e to plant", 3900)

register_think("lasermine","Lasermine_Think")
register_event("DeathMsg", "Event_DeathMsg", "a")
register_event("ResetHUD", "Event_ResetHUD", "be")
register_event("TextMsg", "Event_GameRestart", "a", "2=#Game_will_restart_in")
register_event("SendAudio", "Event_RoundEnd", "a", "2=%!MRAD_terwin", "2=%!MRAD_ctwin", "2=%!MRAD_rounddraw")

g_msgDeathMsg = get_user_msgid("DeathMsg")
g_msgScoreInfo = get_user_msgid("ScoreInfo")
g_msgDamage = get_user_msgid("Damage")
}

public plugin_precache()
{
precache_sound("weapons/mine_deploy.wav")
precache_sound("weapons/mine_charge.wav")
precache_sound("weapons/mine_activate.wav")
precache_sound("debris/beamstart9.wav")
precache_model("models/v_tripmine.mdl")
beam = precache_model("sprites/laserbeam.spr")
boom = precache_model("sprites/zerogxplode.spr")
}

public Event_RoundEnd() {
set_task(2.0, "remove_mines")
}

public Event_GameRestart()
{
new Float:fRestartCvar = get_cvar_float("sv_restart")
set_task((fRestartCvar - 0.5), "Event_RoundEnd")
}

public client_connect(id)
{
g_lasermine[id] = false
g_PlayerMines[id] = 0
}

public Event_DeathMsg()
{
g_PlayerMines[read_data(2)] = 0
g_Dropped[read_data(2)] = false
}

public Event_ResetHUD(id)
{
if(g_lasermine[id])
{
g_Dropped[id] = false
g_PlayerMines[id] = MAXMINES
}
}

public Enable_Item(id)
{
if(g_Dropped[id]) {
g_PlayerMines[id] = 0
} else {
g_PlayerMines[id] = MAXMINES
}
g_lasermine[id] = true
}

public Disable_Item(id)
{
g_lasermine[id] = false
g_Dropped[id] = true
}

public client_PreThink(id)
{
if(!is_user_connected(id) || !is_user_alive(id)) {
return PLUGIN_CONTINUE
}

if(!g_lasermine[id]) {
return PLUGIN_CONTINUE
}

new temp[2], weapon = get_user_weapon(id, temp[0], temp[1])
if(weapon == CSW_KNIFE)
{
if(get_user_button(id) & IN_USE)
{
if((Delay[id] + 1.3) < get_gametime())
{
if(g_PlayerMines[id] < 1) {
client_print(id, print_chat, "No more mines")
} else {
Create_Mine(id)
}
Delay[id] = get_gametime()
}
}
}
return PLUGIN_CONTINUE
}

public remove_mines()
{
new ent = find_ent_by_class(-1, "lasermine")
while(ent)
{
remove_entity(ent)
ent = find_ent_by_class(ent, "lasermine")
}
}

Create_Mine(id)
{
new Mine = create_entity("info_target")
if(is_valid_ent(Mine))
{
entity_set_string(Mine, EV_SZ_classname, "lasermine")
entity_set_int(Mine, EV_INT_movetype, MOVETYPE_FLY)
entity_set_int(Mine, EV_INT_solid, SOLID_NOT)
entity_set_model(Mine, "models/v_tripmine.mdl")

entity_set_float(Mine, EV_FL_frame, 0.0)
entity_set_int(Mine, EV_INT_body, 3)
entity_set_int(Mine, EV_INT_sequence, 7)
entity_set_float(Mine, EV_FL_framerate, 0.0)

entity_set_float(Mine, EV_FL_takedamage, 1.0)
entity_set_float(Mine, EV_FL_dmg, 100.0)
entity_set_float(Mine, EV_FL_health, float(MINE_HEALTH))

entity_set_int(Mine, EV_INT_iuser2, 0)

new Float:MinBox[3] = {-8.0, -8.0, -8.0}
new Float:MaxBox[3] = {8.0, 8.0, 8.0}
entity_set_size(Mine, MinBox, MaxBox)

new Float:vOrigin[3]
entity_get_vector(id, EV_VEC_origin, vOrigin)

new Float:flVelocity[3]
VelocityByAim(id, 64, flVelocity)

new Float:vTraceEnd[3]
vTraceEnd[0] = flVelocity[0] + vOrigin[0]
vTraceEnd[1] = flVelocity[1] + vOrigin[1]
vTraceEnd[2] = flVelocity[2] + vOrigin[2]

new Float:vTraceResult[3]
trace_line(id, vOrigin, vTraceEnd, vTraceResult)

new Float:vNormal[3]
if(trace_normal(id, vOrigin, vTraceEnd, vNormal) < 1)
{
remove_entity(Mine)
client_print(id, print_chat, "You must plant the Laser mine on a wall")
return PLUGIN_HANDLED_MAIN
}

new Float:vNewOrigin[3]

vNewOrigin[0] = vTraceResult[0] + (vNormal[0] * 8.0)
vNewOrigin[1] = vTraceResult[1] + (vNormal[1] * 8.0)
vNewOrigin[2] = vTraceResult[2] + (vNormal[2] * 8.0)

entity_set_origin(Mine, vNewOrigin)

new Float:vMineAngles[3]
vector_to_angle(vNormal, vMineAngles)
entity_set_vector(Mine, EV_VEC_angles, vMineAngles)

new Float:vBeamEnd[3]

vBeamEnd[0] = vNewOrigin[0] + (vNormal[0] * 8192)
vBeamEnd[1] = vNewOrigin[1] + (vNormal[1] * 8192)
vBeamEnd[2] = vNewOrigin[2] + (vNormal[2] * 8192)

new Float:vTracedBeamEnd[3]
trace_line(-1, vNewOrigin, vBeamEnd, vTracedBeamEnd)
entity_set_vector(Mine, EV_VEC_vuser1, vTracedBeamEnd)

emit_sound(Mine, CHAN_WEAPON, "weapons/mine_deploy.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
emit_sound(Mine, CHAN_ITEM, "weapons/mine_charge.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)

new PlayerTeam = get_user_team(id)
entity_set_int(Mine, MINE_INT_TEAM, PlayerTeam)
entity_set_int(Mine, MINE_OWNER, id)

client_print(id, print_chat, "Planted mine")
client_print(id, print_chat, "%d mines left", g_PlayerMines[id] - 1)
g_PlayerMines[id] -= 1

new param[1]
param[0] = Mine
set_task(3.5, "Mine_Activate", 0, param, 1)
}
return PLUGIN_HANDLED_MAIN
}

public Mine_Activate(param[])
{
new Mine = param[0]
if(is_valid_ent(Mine))
{
entity_set_int(Mine, EV_INT_iuser2, 1)
entity_set_int(Mine, EV_INT_solid, 2)
entity_set_float(Mine, EV_FL_nextthink, halflife_time() + 0.01)
emit_sound(Mine, CHAN_ITEM, "weapons/mine_activate.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
}
}

public Lasermine_Think(Mine)
{
if(is_valid_ent(Mine))
{
new TeamColor[3], MineTeam = entity_get_int(Mine, MINE_INT_TEAM)
switch(MineTeam)
{
case 1:
{
TeamColor[0] = 255
TeamColor[1] = 0
TeamColor[2] = 0
}
case 2:
{
TeamColor[0] = 0
TeamColor[1] = 0
TeamColor[2] = 255
}
}

new Float:vOrigin[3], Float:vEnd[3]
entity_get_vector(Mine, EV_VEC_origin, vOrigin)
entity_get_vector(Mine, EV_VEC_vuser1, vEnd)

message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(0)
write_coord(floatround(vOrigin[0]))
write_coord(floatround(vOrigin[1]))
write_coord(floatround(vOrigin[2]))
write_coord(floatround(vEnd[0]))
write_coord(floatround(vEnd[1]))
write_coord(floatround(vEnd[2]))
write_short(beam)
write_byte(0)
write_byte(0)
write_byte(3)
write_byte(5)
write_byte(0)
write_byte(TeamColor[0])
write_byte(TeamColor[1])
write_byte(TeamColor[2])
write_byte(255)
write_byte(0)
message_end()

if(entity_get_int(Mine, EV_INT_iuser2) == 1)
{
if(entity_get_float(Mine, EV_FL_health) <= 500) {
Detonate_Mine(Mine)
}
else
{
new Float:vOrigin[3], Float:vEnd[3]
entity_get_vector(Mine, EV_VEC_origin, vOrigin)
entity_get_vector(Mine, EV_VEC_vuser1, vEnd)

new Float:vTrace[3], id = trace_line(Mine, vOrigin, vEnd, vTrace)
if(is_user_connected(id) && is_user_alive(id))
{
new bool:doDamage
new VictimTeam = get_user_team(id)
new MineTeam = entity_get_int(Mine, MINE_INT_TEAM)
new FriendlyFire = get_cvar_num("mp_friendlyfire")
switch(FriendlyFire)
{
case 0:
{
if(VictimTeam != MineTeam) {
doDamage = true
} else {
doDamage = false
}
}
case 1: doDamage = true
}

if(doDamage)
{
new VictimHealth = get_user_health(id)
new Damage = VictimHealth - MINE_DAMAGE

if(Damage <= 0)
{
new MineOwner = entity_get_int(Mine, MINE_OWNER)
Create_Kill(id, MineOwner, "Lasermine")
}
else
{
set_user_health(id, Damage)

message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, {0, 0, 0}, id)
write_byte(MINE_DAMAGE)
write_byte(MINE_DAMAGE)
write_long(DMG_BULLET)
write_coord(floatround(vOrigin[0]))
write_coord(floatround(vOrigin[1]))
write_coord(floatround(vOrigin[2]))
message_end()
}
emit_sound(id, CHAN_WEAPON, "debris/beamstart9.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
}
}
}
}
}
entity_set_float(Mine, EV_FL_nextthink, halflife_time() + 0.01)
}

Detonate_Mine(Mine)
{
new Float:vOrigin[3]
entity_get_vector(Mine, EV_VEC_origin, vOrigin)

message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(99)
write_short(Mine)
message_end()

message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(3)
write_coord(floatround(vOrigin[0]))
write_coord(floatround(vOrigin[1]))
write_coord(floatround(vOrigin[2]))
write_short(boom)
write_byte(50)
write_byte(15)
write_byte(0)
message_end()

radius_damage(vOrigin, 1, 50)
remove_entity(Mine)

return PLUGIN_CONTINUE
}

Create_Kill(id, attacker, weaponDescription[])
{
new FFon = get_cvar_num("mp_friendlyfire")
if(FFon && get_user_team(id) == get_user_team(attacker))
{
set_user_frags(attacker, get_user_frags(attacker) - 1)
client_print(attacker, print_center, "You killed a teammate")

new money = cs_get_user_money(attacker)
if(money != 0) cs_set_user_money(attacker, money - 150, 1)
}
else if(get_user_team(id) != get_user_team(attacker))
{
set_user_frags(attacker, get_user_frags(attacker) + 1)
new money = cs_get_user_money(attacker)

if(money < 16000) cs_set_user_money(attacker,money + 300,1)
}

logKill(attacker, id, weaponDescription)

//Kill the victim and block the messages
set_msg_block(g_msgDeathMsg,BLOCK_ONCE)
set_msg_block(g_msgScoreInfo,BLOCK_ONCE)
user_kill(id)

//user_kill removes a frag, this gives it back
set_user_frags(id,get_user_frags(id) + 1)

//Replaced HUD death message
message_begin(MSG_ALL,g_msgDeathMsg,{0,0,0},0)
write_byte(attacker)
write_byte(id)
write_byte(0)
write_string(weaponDescription)
message_end()

//Update killers scorboard with new info
message_begin(MSG_ALL,g_msgScoreInfo)
write_byte(attacker)
write_short(get_user_frags(attacker))
write_short(get_user_deaths(attacker))
write_short(0)
write_short(get_user_team(attacker))
message_end()

//Update victims scoreboard with correct info
message_begin(MSG_ALL,g_msgScoreInfo)
write_byte(id)
write_short(get_user_frags(id))
write_short(get_user_deaths(id))
write_short(0)
write_short(get_user_team(id))
message_end()
}

// ------- LOG KILL------------

public logKill(id, victim, weaponDescription[] )
{
new namea[32],namev[32],authida[35],authidv[35],teama[16],teamv[16]

//Info On Attacker
get_user_name(id,namea,31)
get_user_team(id,teama,15)
get_user_authid(id,authida,34)

//Info On Victim
get_user_name(victim,namev,31)
get_user_team(victim,teamv,15)
get_user_authid(victim,authidv,34)

//Log This Kill
if( id != victim )
{
log_message("^"%s<%d><%s><%s>^" killed ^"%s<%d><%s><%s>^" with ^"%s^"",
namea,get_user_userid(id),authida,teama,namev,get_user_userid(victim),authidv,teamv, weaponDescription )
}
else
{
log_message("^"%s<%d><%s><%s>^" committed suicide with ^"%s^"",
namea,get_user_userid(id),authida,teama, weaponDescription )
}
}

坐等分

⑸ 如何升級letsencrypt源碼

mkdir -p /var/www/challenges/

這個文件夾可以是任意文件夾,記得nginx有許可權讀即可。配置nginx:
server {
listen 80;
server_name yoursite.com www.yoursite.com;
location /.well-known/acme-challenge/ {
alias /var/www/challenges/;
try_files $uri =404;
}
...the rest of your config
}

驗證域名所有者,就是通過在 /.well-known/acme-challenge/ 里寫文件,然後通過公網來訪問,看能不能訪問到來判斷的。
正式開始申請
python acme_tiny.py --account-key ./account.key --csr ./domain.csr --acme-dir /var/www/challenges/ > ./signed.crt
提示成功後,signed.crt就是證書,對應的私鑰就是domain.key。如果要申請多個,account.key可以不用變化,其他都要變。

⑹ 如何升級編程貓的源碼編程器

1.
下載要升級到的版本的編程貓的源碼編程器。
2.
使用要升級到的版本的編程貓的源碼編程器覆蓋安裝到舊版的就可以了。

⑺ 網站源碼升級會影響網站的排名和優化嗎

你說的網站源碼升級是指網站後台升級還是前台頁面也換了,你說的有點寬泛,網站頁面是靜態頁還是動態頁面,如果是靜態頁的話影響較小(前提是要採取一定的措施),動態頁相比靜態頁來說不利於優化,你說的太過寬泛了,不管哪種網站不管靜態頁還是動態頁,升級的時候都要採取一定的措施,比如說要把程序和數據先備份、做好網站地圖、首頁改版的話把舊的頁面保留下來在新的頁面給它一個鏈接、網站的原有欄目不要刪需要的話要加新欄目等等還有什麼不明白可以繼續追問我!

⑻ 系統運維升級必需源代碼

必需的。源代碼是是指一系列人類可讀的計算機語言指令,只有發出讓系統運維升級指令,才能讓系統運維升級成功,是必需的。

⑼ emotion2.0升級源碼有什麼用

我的P6就是升級到2.0,說真的還不如之前了,而且升級到安卓4.4.2軟體兼容性更差了,建議不要升級。

⑽ 華為手機系統升級有個源碼是什麼意思,怎麼使用

不用管的,那是谷歌的

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