proc spaceOverride(self: Area): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc spaceOverride=(self: Area; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravityPoint(self: Area): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravityPoint=(self: Area; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravityDistanceScale(self: Area): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravityDistanceScale=(self: Area; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc gravityVec(self: Area): Vector3 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravityVec=(self: Area; val: Vector3) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravity(self: Area): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravity=(self: Area; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc linearDamp(self: Area): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc linearDamp=(self: Area; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc angularDamp(self: Area): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc angularDamp=(self: Area; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc priority(self: Area): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc priority=(self: Area; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc monitoring(self: Area): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc monitoring=(self: Area; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc monitorable(self: Area): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc monitorable=(self: Area; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionLayer(self: Area): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionLayer=(self: Area; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionMask(self: Area): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionMask=(self: Area; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc audioBusOverride(self: Area): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc audioBusOverride=(self: Area; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc audioBusName(self: Area): string {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc audioBusName=(self: Area; val: string) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc reverbBusEnable(self: Area): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc reverbBusEnable=(self: Area; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc reverbBusName(self: Area): string {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc reverbBusName=(self: Area; val: string) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc reverbBusAmount(self: Area): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc reverbBusAmount=(self: Area; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc reverbBusUniformity(self: Area): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc reverbBusUniformity=(self: Area; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc setCollisionMaskBit(self: Area; bit: int64; value: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc getCollisionMaskBit(self: Area; bit: int64): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc setCollisionLayerBit(self: Area; bit: int64; value: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc getCollisionLayerBit(self: Area; bit: int64): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc getOverlappingBodies(self: Area): Array {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc getOverlappingAreas(self: Area): Array {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc overlapsBody(self: Area; body: Object): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc overlapsArea(self: Area; area: Object): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-