proc emitting*(self: Particles2D): bool {.gcsafe, locks: 0
.} 
- 
 
proc `emitting =`*(self: Particles2D; val: bool) {.gcsafe, locks: 0
.} 
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proc amount*(self: Particles2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `amount =`*(self: Particles2D; val: int64) {.gcsafe, locks: 0
.} 
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proc lifetime*(self: Particles2D): float64 {.gcsafe, locks: 0
.} 
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proc `lifetime =`*(self: Particles2D; val: float64) {.gcsafe, locks: 0
.} 
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proc oneShot*(self: Particles2D): bool {.gcsafe, locks: 0
.} 
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proc `oneShot =`*(self: Particles2D; val: bool) {.gcsafe, locks: 0
.} 
- 
 
proc preprocess*(self: Particles2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `preprocess =`*(self: Particles2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc speedScale*(self: Particles2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `speedScale =`*(self: Particles2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc explosiveness*(self: Particles2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `explosiveness =`*(self: Particles2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc randomness*(self: Particles2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `randomness =`*(self: Particles2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc fixedFps*(self: Particles2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `fixedFps =`*(self: Particles2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc fractDelta*(self: Particles2D): bool {.gcsafe, locks: 0
.} 
- 
 
proc `fractDelta =`*(self: Particles2D; val: bool) {.gcsafe, locks: 0
.} 
- 
 
proc visibilityRect*(self: Particles2D): Rect3 {.gcsafe, locks: 0
.} 
- 
 
proc `visibilityRect =`*(self: Particles2D; val: Rect3) {.gcsafe, locks: 0
.} 
- 
 
proc localCoords*(self: Particles2D): bool {.gcsafe, locks: 0
.} 
- 
 
proc `localCoords =`*(self: Particles2D; val: bool) {.gcsafe, locks: 0
.} 
- 
 
proc drawOrder*(self: Particles2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `drawOrder =`*(self: Particles2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc processMaterial*(self: Particles2D): Material {.gcsafe, locks: 0
.} 
- 
 
proc `processMaterial =`*(self: Particles2D; val: Material) {.gcsafe, locks: 0
.} 
- 
 
proc texture*(self: Particles2D): Texture {.gcsafe, locks: 0
.} 
- 
 
proc `texture =`*(self: Particles2D; val: Texture) {.gcsafe, locks: 0
.} 
- 
 
proc normalMap*(self: Particles2D): Texture {.gcsafe, locks: 0
.} 
- 
 
proc `normalMap =`*(self: Particles2D; val: Texture) {.gcsafe, locks: 0
.} 
- 
 
proc hFrames*(self: Particles2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `hFrames =`*(self: Particles2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc vFrames*(self: Particles2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `vFrames =`*(self: Particles2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc captureRect*(self: Particles2D): Rect2 {.gcsafe, locks: 0
.} 
- 
 
proc restart*(self: Particles2D) {.gcsafe, locks: 0
.} 
-