proc initGodotNodePath*(dest: var GodotNodePath; s: GodotString) {.
    importc: "godot_node_path_new"
.} 
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proc deinit*(self: var GodotNodePath) {.importc: "godot_node_path_destroy"
.} 
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proc toGodotString*(self: GodotNodePath): GodotString {.
    importc: "godot_node_path_as_string"
.} 
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proc isAbsolute*(self: GodotNodePath): bool {.noSideEffect,
    importc: "godot_node_path_is_absolute"
.} 
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proc nameCount*(self: GodotNodePath): cint {.noSideEffect,
    importc: "godot_node_path_get_name_count"
.} 
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proc getName*(self: GodotNodePath; idx: cint): GodotString {.noSideEffect,
    importc: "godot_node_path_get_name"
.} 
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proc subnameCount*(self: GodotNodePath): cint {.noSideEffect,
    importc: "godot_node_path_get_subname_count"
.} 
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proc getSubname*(self: GodotNodePath; idx: cint): GodotString {.noSideEffect,
    importc: "godot_node_path_get_subname"
.} 
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proc property*(self: GodotNodePath): GodotString {.noSideEffect,
    importc: "godot_node_path_get_property"
.} 
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proc isEmpty*(self: GodotNodePath): bool {.noSideEffect,
                                       importc: "godot_node_path_is_empty"
.} 
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proc `==`*(a, b: GodotNodePath): bool {.noSideEffect,
                                   importc: "godot_node_path_operator_equal"
.} 
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