Added new functions to documentation
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doc/files/getactorshape.txt
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doc/files/getactorshape.txt
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#title GetActorShape [RCBasic Doc]
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#header function GetActorShape(actor)
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Returns the shape of an actor
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Possible Actor Shapes
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#list ul
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#li ACTOR_SHAPE_NONE
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#li ACTOR_SHAPE_BOX
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#li ACTOR_SHAPE_SPHERE
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#li ACTOR_SHAPE_CYLINDER
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#li ACTOR_SHAPE_CAPSULE
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#li ACTOR_SHAPE_CONE
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#li ACTOR_SHAPE_CONVEXHULL
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#li ACTOR_SHAPE_TRIMESH
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#/list
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#ref SetActorShape
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doc/files/getmeshboundingbox.txt
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doc/files/getmeshboundingbox.txt
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#title GetMeshBoundingBox [RCBasic Doc]
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#header Sub GetMeshBoundingBox( mesh, ByRef min_x, ByRef min_y, ByRef min_z, ByRef max_x, ByRef max_y, ByRef max_z )
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Gets the min and max corners of a mesh's bounding box
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#ref SetMeshBoundingBox ReCalculateMeshBoundingBox
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doc/files/getspriteshape.txt
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doc/files/getspriteshape.txt
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#title GetSpriteShape [RCBasic Doc]
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#header Function GetSpriteShape(spr_id)
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Returns the shape of a sprite.
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Possible Shapes
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#list ul
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#li SPRITE_SHAPE_NONE
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#li SPRITE_SHAPE_BOX - A rectangular shape
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#li SPRITE_SHAPE_POLYGON - A polygon (any shape with 3 or more sides)
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#li SPRITE_SHAPE_CIRCLE - A circle
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#li SPRITE_SHAPE_CHAIN - A open polygon shape
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#list ul
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#li NOTE: Mainly used for terrain
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#/list
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#/list
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#ref SetSpriteShape
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doc/files/getspriteshapeoffset.txt
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doc/files/getspriteshapeoffset.txt
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#title GetSpriteShapeOffset [RCBasic Doc]
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#header Sub GetSpriteShapeOffset( spr_id, ByRef x, ByRef y )
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Gets the relative location the sprite shape is from where it is rendered
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#ref SetSpriteShapeOffset
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doc/files/recalculatemeshboundingbox.txt
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doc/files/recalculatemeshboundingbox.txt
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#title ReCalculateMeshBoundingBox [RCBasic Doc]
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#header Sub ReCalculateMeshBoundingBox( mesh )
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Sets the bounding box for a mesh based of its current data
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#ref GetMeshBoundingBox SetMeshBoundingBox
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doc/files/setactorshape.txt
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doc/files/setactorshape.txt
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#title SetActorShape [RCBasic Doc]
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#header sub SetActorShape( actor, shape_type, mass)
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Sets the shape of an actor
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Possible Actor Shapes
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#list ul
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#li ACTOR_SHAPE_NONE
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#li ACTOR_SHAPE_BOX
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#li ACTOR_SHAPE_SPHERE
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#li ACTOR_SHAPE_CYLINDER
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#li ACTOR_SHAPE_CAPSULE
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#li ACTOR_SHAPE_CONE
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#li ACTOR_SHAPE_CONVEXHULL
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#li ACTOR_SHAPE_TRIMESH
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#/list
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#ref GetActorShape
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doc/files/setmeshboundingbox.txt
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doc/files/setmeshboundingbox.txt
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#title SetMeshBoundingBox [RCBasic Doc]
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#header Sub SetMeshBoundingBox( mesh, min_x, min_y, min_z, max_x, max_y, max_z )
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Sets the min and max corners of a meshes bounding box.
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NOTE: Physics shapes are determined from the bounding box data so you should adjust this before setting the shape.
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#ref GetMeshBoundingBox ReCalculateMeshBoundingBox
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doc/files/setspriteshape.txt
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doc/files/setspriteshape.txt
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#title SetSpriteShape [RCBasic Doc]
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#header Sub SetSpriteShape(spr_id, shape)
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Sets the shape of a sprite.
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Possible Shapes
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#list ul
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#li SPRITE_SHAPE_NONE
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#li SPRITE_SHAPE_BOX - A rectangular shape
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#li SPRITE_SHAPE_POLYGON - A polygon (any shape with 3 or more sides)
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#li SPRITE_SHAPE_CIRCLE - A circle
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#li SPRITE_SHAPE_CHAIN - A open polygon shape
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#list ul
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#li NOTE: Mainly used for terrain
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#/list
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#/list
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#ref GetSpriteShape
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doc/files/setspriteshapeoffset.txt
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doc/files/setspriteshapeoffset.txt
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#title SetSpriteShapeOffset [RCBasic Doc]
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#header Sub SetSpriteShapeOffset( spr_id, x, y )
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Sets the relative location the sprite shape is from where it is rendered
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#ref GetSpriteShapeOffset
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doc/files/steam_addachievement.txt
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doc/files/steam_addachievement.txt
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#title Steam_AddAchievement [RCBasic Doc]
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#header sub Steam_AddAchievement( ach_id$, ach_name$ )
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Add a steam achievement to the current program
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NOTE: This only works for desktop applications
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#ref Steam_ClearAchievements Steam_FinalizeAchievements Steam_GetID Steam_TriggerAchievement
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doc/files/steam_clearachievements.txt
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doc/files/steam_clearachievements.txt
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#title Steam_ClearAchievements [RCBasic Doc]
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#header sub Steam_ClearAchievements()
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Clear all steam achievements from the application
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#ref Steam_AddAchievement Steam_FinalizeAchievements Steam_GetID Steam_TriggerAchievement
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doc/files/steam_finalizeachievements.txt
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doc/files/steam_finalizeachievements.txt
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#title Steam_FinalizeAchievements [RCBasic Doc]
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#header sub Steam_FinalizeAchievements()
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This function must be called once all steam achievements have been added
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#ref Steam_AddAchievement Steam_ClearAchievements Steam_GetID Steam_TriggerAchievement
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doc/files/steam_getid.txt
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doc/files/steam_getid.txt
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#title Steam_GetID$ [RCBasic Doc]
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#header function Steam_GetID$()
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Returns the steam ID of the application which is needed to use the Steamworks API
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#ref Steam_AddAchievement Steam_ClearAchievements Steam_FinalizeAchievements Steam_TriggerAchievement
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doc/files/steam_triggerachievement.txt
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doc/files/steam_triggerachievement.txt
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#title Steam_TriggerAchievement [RCBasic Doc]
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#header function Steam_TriggerAchievement( ach_name$ )
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Unlocks a steam achievement in the current application.
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Returns True if the achievement was triggered and false if not.
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#ref Steam_AddAchievement Steam_ClearAchievements Steam_FinalizeAchievements Steam_GetID
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doc/files/tilemapexists.txt
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doc/files/tilemapexists.txt
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#title TileMapExists [RCBasic Doc]
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#header Function TileMapExists(tilemap)
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Returns true if the given tilemap is an active tilemap in the program
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#ref TileSetExists
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doc/files/tilesetexists.txt
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doc/files/tilesetexists.txt
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#title TileSetExists [RCBasic Doc]
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#header Function TileSetExists(tileset)
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Returns true if the given tileset is an active tileset in the program
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#ref TileMapExists
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doc/files/touchx.txt
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doc/files/touchx.txt
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#title TouchX [RCBasic Doc]
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#header function TouchX()
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Return the X Position of a touch event
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#ref TouchY GetTouch GetTouchFinger
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doc/files/touchy.txt
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doc/files/touchy.txt
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#title TouchY [RCBasic Doc]
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#header function TouchY()
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Return the Y Position of a touch event
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#ref TouchX GetTouch GetTouchFinger
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