proc godotArray*(arr: Array): ptr GodotArray {.inline
.}
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proc newArray*(arr: GodotArray): Array {.inline
.}
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proc newArray*(s: varargs[Variant]): Array
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proc newArray*(s: openarray[Variant]): Array
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proc newArray*(pca: PoolColorArray): Array {.inline
.}
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proc newArray*(pv3a: PoolVector3Array): Array {.inline
.}
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proc newArray*(pv2a: PoolVector2Array): Array {.inline
.}
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proc newArray*(psa: PoolStringArray): Array {.inline
.}
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proc newArray*(pra: PoolRealArray): Array {.inline
.}
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proc newArray*(pia: PoolIntArray): Array {.inline
.}
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proc newArray*(pba: PoolByteArray): Array {.inline
.}
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proc `[]=`*(self: var Array; idx: int; value: Variant) {.inline
.}
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proc `[]`*(self: Array; idx: int): Variant {.inline
.}
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proc add*(self: var Array; value: Variant) {.inline
.}
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proc clear*(self: var Array) {.inline
.}
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proc count*(self: Array; value: Variant): int {.inline
.}
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proc isEmpty*(self: Array): bool {.inline
.}
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proc erase*(self: var Array; value: Variant) {.inline
.}
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proc first*(self: Array): Variant {.inline
.}
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proc last*(self: Array): Variant {.inline
.}
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proc find*(self: Array; what: Variant; f: int): int {.inline
.}
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proc findLast*(self: Array; what: Variant): int {.inline
.}
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proc contains*(self: Array; value: Variant): bool {.inline
.}
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proc hash*(self: Array): Hash {.inline
.}
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proc insert*(self: var Array; pos: int; value: Variant) {.inline
.}
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proc reverse*(self: var Array) {.inline
.}
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proc popLast*(self: var Array): Variant {.inline
.}
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proc popFirst*(self: var Array): Variant {.inline
.}
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proc addLast*(self: var Array; value: Variant) {.inline
.}
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proc addFirst*(self: var Array; value: Variant) {.inline
.}
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proc delete*(self: var Array; idx: int) {.inline
.}
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proc setLen*(self: var Array; size: int) {.inline
.}
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proc rfind*(self: Array; what: Variant; f: int): int {.inline
.}
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proc len*(self: Array): int {.inline
.}
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proc sort*(self: var Array) {.inline
.}
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proc `$`*(self: Array): string
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