vampire the masquerade – What happens if a character’s declared action becomes impossible?

What happens if a character’s declared action becomes impossible before they can attempt it in the attack phase? Do the core rules support the idea that they get to pick a different action, or perform a similar action, or do they effectively lose the ability to act in that round?

For example, if a character wants to shoot someone but the target suddenly disappears from this plane of existence, is that character still forced to spend her round shooting at nothing, or can she now opt not to pull the trigger?

Since “shooting at the location where the target recently was” isn’t impossible, a better example might be if a character is disarmed before they can use a weapon. Can that character do nothing but follow through with their declared weapon-attack, albeit pantomimed?

Considering actions other than attacks, if someone declares that they’ll run across a room and through an open door, but the door is closed and bolted shut before their turn in the initiative order, are they then forced to run up to the door, or would they be allowed to remain in place since their intention is now impossible?

Notes

  • This is setting aside the rules for aborting an attack in favor of a defensive action.
  • It makes sense that changing an attack’s target during the attack phase would not be allowed, since that would give the attacker an unfair advantage in surprising a higher-initiative target who did not anticipate being attacked and thus had no defensive action prepared.

it tells me "the identifier "input" isnt declared in the current slope"

this is where the problem is it tells me "the identifier "input" isn’t declared in the current slope".

if input.is_action_pressed("move_forward"):
direction -= head_basis.z

opengl – Memory Usage Issue with declared variables (when swapping between states)

So my problem is that When I make a Shader variable and I swap between mainmenustate and gamestate really fast I notice my memory usage increase alot but as soon I switch my Shader varaible into a pointer memory usage dont increase until I put cameraShader = new Shader(); I tried deleting the cameraShader but memory usage still increase

BAREBONE EXAMPLE

#include "glfw.h"
#include "glad.h"
#include "Shader.h"
class State{
private:
Shader* cameraShader;
public:
State(glfwwindow* window, std::stack<State*>* states){

cameraShader("example.vs", "example.fs");
}
virtual ~State(){
delete cameraShader;
}
}
void update(float& dt){
}

void render(){
}

main

  #include "State.h"
  #include "stdafx.h" 
  #include "Game.h"


  void Game::framebufferCallback(GLFWwindow* window, int width, int height)
  {
  glViewport(0, 0, width, height);
  }

  Game::Game()
  :previousTime(0.f), dt(0.f)
  {
  //Variables
  const unsigned int width = 854, height = 480;

  //Initiating GLFW Window
  glfwInit();
  glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
  glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
  glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  #ifdef _APPLE_
  glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
  #endif

  //Creating a GLFW window
  window = glfwCreateWindow(width, height, "EXAMPLE", NULL, NULL);

  //Checking if Window was initiated
  if (window == NULL) {
    std::cout << "GLFW FAILED TO INITIATE WINDOW!n";
    glfwTerminate();
    }

  glfwMakeContextCurrent(window);

  //Setting Window's aspect ratio
  glfwSetWindowAspectRatio(window, 16, 9);

  //Centering Window 
  int windowWidth, windowHeight;
  glfwGetWindowSize(window, &windowWidth, &windowHeight);
  const GLFWvidmode* mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
  glfwSetWindowPos(window, mode->width / 2 - windowWidth / 2, mode->height / 
  2 - windowHeight / 2);



  //Checking if Glad was initiated
  if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
    std::cout << "GLAD FAILED TO BE INITIATEDn";
    }

  //Enabling OpenGl features
  glEnable(GL_CULL_FACE);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
  glEnable(GL_STENCIL_TEST);
  glEnable(GL_DEPTH_TEST);

  stbi_set_flip_vertically_on_load(true);
  //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

 //Setting-Up Viewport
 glfwSetFramebufferSizeCallback(window, framebufferCallback);

//Intitiating MainMenu
 states.push(new MainMenuState(window, &states));
 }

 Game::~Game()
{
}

int Game::glfwGetWindowShouldClose()
{
return glfwWindowShouldClose(window);
}

void Game::processWindowEvents()
{
//Calculating Deltatime
double currentTime = glfwGetTime();
dt = currentTime - previousTime;
previousTime = currentTime;
}

void Game::update()
{
processWindowEvents();
if (!states.empty()) {

    states.top()->update(dt);
    if (states.top()->getQuit()) {
        states.top()->endstate();
        delete states.top();
        states.pop();
        std::cout << "States has been deletedn";
    }
}
else {
    glfwSetWindowShouldClose(window, GL_TRUE);
}
}

void Game::render()
{
//Clearing display
glClearColor(0.15f, .45f, .60f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

if (!states.empty()) {
    states.top()->render();
}

glfwSwapBuffers(window);
glfwPollEvents();
}

Shader class

#ifndef SHADER_H
#define SHADER_H

#include <glad/glad.h>
#include <glm/glm.hpp>

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>

class Shader
 {
  public:
 unsigned int ID;

 Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath = nullptr)
 {
    // 1. retrieve the vertex/fragment source code from filePath
    std::string vertexCode;
    std::string fragmentCode;
    std::string geometryCode;
    std::ifstream vShaderFile;
    std::ifstream fShaderFile;
    std::ifstream gShaderFile;
    // ensure ifstream objects can throw exceptions:
    vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
    fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
    gShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
    try 
    {
        // open files
        vShaderFile.open(vertexPath);
        fShaderFile.open(fragmentPath);
        std::stringstream vShaderStream, fShaderStream;
        // read file's buffer contents into streams
        vShaderStream << vShaderFile.rdbuf();
        fShaderStream << fShaderFile.rdbuf();       
        // close file handlers
        vShaderFile.close();
        fShaderFile.close();
        // convert stream into string
        vertexCode = vShaderStream.str();
        fragmentCode = fShaderStream.str();         
        // if geometry shader path is present, also load a geometry shader
        if(geometryPath != nullptr)
        {
            gShaderFile.open(geometryPath);
            std::stringstream gShaderStream;
            gShaderStream << gShaderFile.rdbuf();
            gShaderFile.close();
            geometryCode = gShaderStream.str();
        }
    }
    catch (std::ifstream::failure& e)
    {
        std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
    }
    const char* vShaderCode = vertexCode.c_str();
    const char * fShaderCode = fragmentCode.c_str();
    // 2. compile shaders
    unsigned int vertex, fragment;
    // vertex shader
    vertex = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertex, 1, &vShaderCode, NULL);
    glCompileShader(vertex);
    checkCompileErrors(vertex, "VERTEX");
    // fragment Shader
    fragment = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragment, 1, &fShaderCode, NULL);
    glCompileShader(fragment);
    checkCompileErrors(fragment, "FRAGMENT");
    // if geometry shader is given, compile geometry shader
    unsigned int geometry;
    if(geometryPath != nullptr)
    {
        const char * gShaderCode = geometryCode.c_str();
        geometry = glCreateShader(GL_GEOMETRY_SHADER);
        glShaderSource(geometry, 1, &gShaderCode, NULL);
        glCompileShader(geometry);
        checkCompileErrors(geometry, "GEOMETRY");
    }
    // shader Program
    ID = glCreateProgram();
    glAttachShader(ID, vertex);
    glAttachShader(ID, fragment);
    if(geometryPath != nullptr)
        glAttachShader(ID, geometry);
    glLinkProgram(ID);
    checkCompileErrors(ID, "PROGRAM");
    // delete the shaders as they're linked into our program now and no longer necessery
    glDeleteShader(vertex);
    glDeleteShader(fragment);
    if(geometryPath != nullptr)
        glDeleteShader(geometry);

}
// activate the shader
// ------------------------------------------------------------------------
void use() 
{ 
    glUseProgram(ID); 
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string &name, bool value) const
{         
    glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); 
}
// ------------------------------------------------------------------------
void setInt(const std::string &name, int value) const
{ 
    glUniform1i(glGetUniformLocation(ID, name.c_str()), value); 
}
// ------------------------------------------------------------------------
void setFloat(const std::string &name, float value) const
{ 
    glUniform1f(glGetUniformLocation(ID, name.c_str()), value); 
}
// ------------------------------------------------------------------------
void setVec2(const std::string &name, const glm::vec2 &value) const
{ 
    glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value(0)); 
}
void setVec2(const std::string &name, float x, float y) const
{ 
    glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y); 
}
// ------------------------------------------------------------------------
void setVec3(const std::string &name, const glm::vec3 &value) const
{ 
    glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value(0)); 
}
void setVec3(const std::string &name, float x, float y, float z) const
{ 
    glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z); 
}
// ------------------------------------------------------------------------
void setVec4(const std::string &name, const glm::vec4 &value) const
{ 
    glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value(0)); 
}
void setVec4(const std::string &name, float x, float y, float z, float w) 
{ 
    glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w); 
}
// ------------------------------------------------------------------------
void setMat2(const std::string &name, const glm::mat2 &mat) const
{
    glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat(0)(0));
}
// ------------------------------------------------------------------------
void setMat3(const std::string &name, const glm::mat3 &mat) const
{
    glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat(0)(0));
}
// ------------------------------------------------------------------------
void setMat4(const std::string &name, const glm::mat4 &mat) const
{
    glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat(0)(0));
}

private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(GLuint shader, std::string type)
{
    GLint success;
    GLchar infoLog(1024);
    if(type != "PROGRAM")
    {
        glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
        if(!success)
        {
            glGetShaderInfoLog(shader, 1024, NULL, infoLog);
            std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "n" << infoLog;
        }
    }
    else
    {
        glGetProgramiv(shader, GL_LINK_STATUS, &success);
        if(!success)
        {
            glGetProgramInfoLog(shader, 1024, NULL, infoLog);
            std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "n" << infoLog;
        }
    }
}
};
    #endif

android – can anyone help me with this where T is a type-variable: T extends View declared in method findViewById(int)

Thanks for contributing an answer to Stack Overflow!

  • Please be sure to answer the question. Provide details and share your research!

But avoid

  • Asking for help, clarification, or responding to other answers.
  • Making statements based on opinion; back them up with references or personal experience.

To learn more, see our tips on writing great answers.

Scope and Lifetime of Inline Variables Declared in Nested Blocks, Do the scope apply for Objects as well?

Do i have to run FreeAndNil on the object later on to free the memory allocated for the object or it will be handled by the new scope functionality by delphi?

    begin
      var foo := TObject.Create();
    end;

python – the identifier "x" is not declared in the current scope

(Sorry if i have spelling mistakes i am bulgarian)
I have the problem that my "icon" is not declared in the current scope. i'm trying to add an object (body, collision shape and sprite)
this is the code:

var stastic_body = StaticBody2D.new ();
var sprite = Sprite.new ();
var collision_shape = CollisionShape2D.new ();
stastic_body.add_child (collision_shape);
sprite.texture = icon.png

binance – What is the difference between the adjusted volume and the volume declared for exchanges?

According to some research, the reported volume is swollen up to 95%. Adjusted volume figures usually suppress trades whose reports are not reliable or try to determine the actual volume in one way or another. One source of greatly increased volumes is that some exchanges take fees for deposits and withdrawals but no fees on transactions. Many sites suppress free transactions in their adjusted volume metrics.

Liquidity concerns the volume of order books on a stock exchange.

Microsoft Excel – Returns a response based on the given number (if declared)

I need to create a if sentence and return the following values ​​accordingly:

If (0 – 40) – Return 1000

If (40-80) – Return 970

If 80+ – Return 900

= IF (R10 <40, if (40 <
r10 <80,970,900))

It only returns the values ​​1000 and 900. What am I doing wrong?

magento2 – Replace / deactivate the third party plugin (Amasty Shop By) which is not declared

I have been fighting with this one for some time, but I do not know how to deactivate, in order to replace, a plugin in the Amasty store by extension. I need to replace a few methods in the plugin, but since they are set to private and use private variables declared in the class, I think I should just disable this specific plugin and replace it with mine.

The problem I have is that the plugin does not seem to be declared / named in the di.xml files present in the extension, but there are some additional plugins in the extension that it ; extend, and these plugins are named in di.xml.

The plugin I am trying to replace is here: vendor/amasty/shopby/Plugin/Ajax/Ajax.php

There are 2 plugins (in the same directory as above) which extend it and are named in vendor/amasty/shopby/etc/frontend/di.xml as below:

I have created and saved my module, and my attempt to deactivate and replace the plugin is as follows:



It's likely that I'm missing something obvious here, acknowledging all the pointers in the right direction.

Trump has declared a national emergency. Do the inconveniences rush to buy weapons and ammunition?

Yes, because it is the only way to destroy the "Chinese Communist Wuhan Virus".

It is quoted in the biblical scriptures that the impious plague / commie is repelled at the same time by .338 Lapua, .223 Remington and good-ol & # 39; .45 ACP.

Jesus would only buy from Americans, so you should too.

Sources]: The coronavirus is a liberal hoax designed to hurt Trump, his supporters and his good economy.