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								/*  gd_glue.h                                                            */
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2020-01-01 11:16:22 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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								/*                                                                       */
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								/* Permission is hereby granted, free of charge, to any person obtaining */
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								/* a copy of this software and associated documentation files (the       */
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								/* "Software"), to deal in the Software without restriction, including   */
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								/* without limitation the rights to use, copy, modify, merge, publish,   */
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								/* distribute, sublicense, and/or sell copies of the Software, and to    */
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								/* permit persons to whom the Software is furnished to do so, subject to */
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								/* the following conditions:                                             */
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								/*                                                                       */
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								/* The above copyright notice and this permission notice shall be        */
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								/* included in all copies or substantial portions of the Software.       */
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								/*                                                                       */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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								/*************************************************************************/
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								#ifndef GD_GLUE_H
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								#define GD_GLUE_H
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								#ifdef MONO_GLUE_ENABLED
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								#include "../mono_gd/gd_mono_marshal.h"
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											2019-03-26 16:52:42 +01:00
										 
									 
								 
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								MonoObject *godot_icall_GD_bytes2var(MonoArray *p_bytes, MonoBoolean p_allow_objects);
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											2019-02-19 00:35:19 +01:00
										 
									 
								 
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								MonoObject *godot_icall_GD_convert(MonoObject *p_what, int32_t p_type);
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								int godot_icall_GD_hash(MonoObject *p_var);
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								MonoObject *godot_icall_GD_instance_from_id(uint64_t p_instance_id);
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								void godot_icall_GD_print(MonoArray *p_what);
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								void godot_icall_GD_printerr(MonoArray *p_what);
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								void godot_icall_GD_printraw(MonoArray *p_what);
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								void godot_icall_GD_prints(MonoArray *p_what);
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								void godot_icall_GD_printt(MonoArray *p_what);
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											2019-04-25 20:24:48 +02:00
										 
									 
								 
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								float godot_icall_GD_randf();
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								uint32_t godot_icall_GD_randi();
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								void godot_icall_GD_randomize();
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								double godot_icall_GD_rand_range(double from, double to);
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								uint32_t godot_icall_GD_rand_seed(uint64_t seed, uint64_t *newSeed);
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								void godot_icall_GD_seed(uint64_t p_seed);
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								MonoString *godot_icall_GD_str(MonoArray *p_what);
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								MonoObject *godot_icall_GD_str2var(MonoString *p_str);
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								MonoBoolean godot_icall_GD_type_exists(MonoString *p_type);
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								MonoArray *godot_icall_GD_var2bytes(MonoObject *p_var, MonoBoolean p_full_objects);
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								MonoString *godot_icall_GD_var2str(MonoObject *p_var);
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								MonoObject *godot_icall_DefaultGodotTaskScheduler();
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								// Register internal calls
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								void godot_register_gd_icalls();
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								#endif // MONO_GLUE_ENABLED
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								#endif // GD_GLUE_H
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