Make script templates follow the GDScript style guide
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@ -2,8 +2,9 @@
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extends _BASE_
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extends _BASE_
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const SPEED: float = 300.0
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const JUMP_VELOCITY: float = -400.0
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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extends _BASE_
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extends _BASE_
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const SPEED: float = 5.0
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const JUMP_VELOCITY: float = 4.5
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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@ -2,10 +2,12 @@
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@tool
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@tool
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extends EditorPlugin
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extends EditorPlugin
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func _enter_tree() -> void:
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func _enter_tree() -> void:
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# Initialization of the plugin goes here.
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# Initialization of the plugin goes here.
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pass
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pass
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func _exit_tree() -> void:
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func _exit_tree() -> void:
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# Clean-up of the plugin goes here.
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# Clean-up of the plugin goes here.
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pass
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pass
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@ -2,6 +2,7 @@
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@tool
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@tool
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extends EditorScript
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extends EditorScript
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# Called when the script is executed (using File -> Run in Script Editor).
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func _run() -> void:
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func _run() -> void:
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# Called when the script is executed (using File -> Run in Script Editor).
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pass
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pass
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@ -2,10 +2,12 @@
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extends _BASE_
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extends _BASE_
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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func _ready() -> void:
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pass # Replace with function body.
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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pass
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pass
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@ -1,38 +1,50 @@
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# meta-description: Visual shader's node plugin template
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# meta-description: Visual shader's node plugin template
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@tool
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@tool
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extends _BASE_
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class_name VisualShaderNode_CLASS_
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class_name VisualShaderNode_CLASS_
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extends _BASE_
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func _get_name() -> String:
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func _get_name() -> String:
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return "_CLASS_"
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return "_CLASS_"
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func _get_category() -> String:
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func _get_category() -> String:
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return ""
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return ""
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func _get_description() -> String:
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func _get_description() -> String:
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return ""
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return ""
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func _get_return_icon_type() -> int:
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func _get_return_icon_type() -> int:
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return PORT_TYPE_SCALAR
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return PORT_TYPE_SCALAR
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func _get_input_port_count() -> int:
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func _get_input_port_count() -> int:
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return 0
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return 0
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func _get_input_port_name(port: int) -> String:
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func _get_input_port_name(port: int) -> String:
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return ""
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return ""
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func _get_input_port_type(port: int) -> int:
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func _get_input_port_type(port: int) -> int:
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return PORT_TYPE_SCALAR
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return PORT_TYPE_SCALAR
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func _get_output_port_count() -> int:
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func _get_output_port_count() -> int:
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return 1
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return 1
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func _get_output_port_name(port: int) -> String:
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func _get_output_port_name(port: int) -> String:
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return "result"
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return "result"
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func _get_output_port_type(port: int) -> int:
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func _get_output_port_type(port: int) -> int:
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return PORT_TYPE_SCALAR
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return PORT_TYPE_SCALAR
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func _get_code(input_vars: Array[String], output_vars: Array[String], mode: int, type: int) -> String:
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func _get_code(input_vars: Array[String], output_vars: Array[String],
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mode: int, type: int) -> String:
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return output_vars[0] + " = 0.0;"
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return output_vars[0] + " = 0.0;"
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@ -68,14 +68,21 @@ Ref<Script> GDScriptLanguage::make_template(const String &p_template, const Stri
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if (!EDITOR_GET("text_editor/completion/add_type_hints")) {
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if (!EDITOR_GET("text_editor/completion/add_type_hints")) {
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processed_template = processed_template.replace(": int", "")
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processed_template = processed_template.replace(": int", "")
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.replace(": String", "")
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.replace(": String", "")
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.replace(": Array[String]", "")
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.replace(": float", "")
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.replace(": float", "")
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.replace(":=", "=")
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.replace(":=", "=")
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.replace(" -> String", "")
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.replace(" -> int", "")
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.replace(" -> void", "");
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.replace(" -> void", "");
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}
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}
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#else
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#else
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processed_template = processed_template.replace(": int", "")
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processed_template = processed_template.replace(": int", "")
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.replace(": String", "")
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.replace(": String", "")
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.replace(": Array[String]", "")
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.replace(": float", "")
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.replace(": float", "")
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.replace(":=", "=")
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.replace(" -> String", "")
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.replace(" -> int", "")
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.replace(" -> void", "");
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.replace(" -> void", "");
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#endif
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#endif
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@ -1,4 +1,5 @@
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// meta-description: Basic plugin template
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// meta-description: Basic plugin template
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#if TOOLS
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#if TOOLS
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using _BINDINGS_NAMESPACE_;
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using _BINDINGS_NAMESPACE_;
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using System;
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using System;
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// meta-description: Basic editor script template
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// meta-description: Basic editor script template
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#if TOOLS
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#if TOOLS
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using _BINDINGS_NAMESPACE_;
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using _BINDINGS_NAMESPACE_;
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using System;
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using System;
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@ -6,9 +7,9 @@ using System;
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[Tool]
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[Tool]
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public partial class _CLASS_ : _BASE_
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public partial class _CLASS_ : _BASE_
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{
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{
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// Called when the script is executed (using File -> Run in Script Editor).
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public override void _Run()
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public override void _Run()
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{
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{
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// Called when the script is executed (using File -> Run in Script Editor).
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}
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}
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}
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}
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#endif
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#endif
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@ -8,12 +8,10 @@ public partial class _CLASS_ : _BASE_
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// Called when the node enters the scene tree for the first time.
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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public override void _Ready()
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{
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{
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}
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(float delta)
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public override void _Process(float delta)
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{
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{
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}
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}
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}
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}
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@ -5,5 +5,4 @@ using System;
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public partial class _CLASS_ : _BASE_
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public partial class _CLASS_ : _BASE_
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{
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{
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}
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}
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