All global variables and functions are not in global RL table. doc_parser creates also ReiLua_API.lua.
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@@ -38,7 +38,7 @@ Vector2.meta = {
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return len
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end,
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__eq = function( v1, v2 )
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return RL_Vector2Equals( v1, v2 ) == 1
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return RL.Vector2Equals( v1, v2 ) == 1
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end,
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}
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@@ -91,79 +91,79 @@ function Vector2:max( v2 )
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end
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function Vector2:addValue( value )
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return Vector2:new( RL_Vector2AddValue( self, value ) )
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return Vector2:new( RL.Vector2AddValue( self, value ) )
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end
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function Vector2:subValue( value )
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return Vector2:new( RL_Vector2SubtractValue( self, value ) )
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return Vector2:new( RL.Vector2SubtractValue( self, value ) )
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end
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function Vector2:length()
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return RL_Vector2Length( self )
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return RL.Vector2Length( self )
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end
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function Vector2:lengthSqr()
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return RL_Vector2LengthSqr( self )
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return RL.Vector2LengthSqr( self )
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end
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function Vector2:dot( v2 )
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return RL_Vector2DotProduct( self, v2 )
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return RL.Vector2DotProduct( self, v2 )
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end
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function Vector2:distance( v2 )
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return RL_Vector2Distance( self, v2 )
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return RL.Vector2Distance( self, v2 )
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end
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function Vector2:distanceSqr( v2 )
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return RL_Vector2DistanceSqr( self, v2 )
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return RL.Vector2DistanceSqr( self, v2 )
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end
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function Vector2:angle( v2 )
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return RL_Vector2Angle( self, v2 )
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return RL.Vector2Angle( self, v2 )
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end
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function Vector2:scale( scale )
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return Vector2:new( RL_Vector2Scale( self, scale ) )
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return Vector2:new( RL.Vector2Scale( self, scale ) )
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end
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function Vector2:normalize()
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return Vector2:new( RL_Vector2Normalize( self ) )
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return Vector2:new( RL.Vector2Normalize( self ) )
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end
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function Vector2:transform( mat )
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return Vector2:new( RL_Vector2Transform( self, mat ) )
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return Vector2:new( RL.Vector2Transform( self, mat ) )
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end
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function Vector2:lerp( v2, value )
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return Vector2:new( RL_Vector2Lerp( self, v2, value ) )
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return Vector2:new( RL.Vector2Lerp( self, v2, value ) )
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end
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function Vector2:reflect( normal )
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return Vector2:new( RL_Vector2Reflect( self, normal ) )
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return Vector2:new( RL.Vector2Reflect( self, normal ) )
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end
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function Vector2:rotate( angle )
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return Vector2:new( RL_Vector2Rotate( self, angle ) )
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return Vector2:new( RL.Vector2Rotate( self, angle ) )
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end
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function Vector2:moveTowards( target, maxDistance )
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return Vector2:new( RL_Vector2MoveTowards( self, target, maxDistance ) )
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return Vector2:new( RL.Vector2MoveTowards( self, target, maxDistance ) )
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end
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function Vector2:invert()
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return Vector2:new( RL_Vector2Invert( self ) )
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return Vector2:new( RL.Vector2Invert( self ) )
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end
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function Vector2:clamp( min, max )
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return Vector2:new( RL_Vector2Clamp( self, min, max ) )
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return Vector2:new( RL.Vector2Clamp( self, min, max ) )
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end
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function Vector2:clampValue( min, max )
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return Vector2:new( RL_Vector2ClampValue( self, min, max ) )
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return Vector2:new( RL.Vector2ClampValue( self, min, max ) )
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end
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function Vector2:equals( v2 )
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return RL_Vector2Equals( self, v2 )
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return RL.Vector2Equals( self, v2 )
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end
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return Vector2
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