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< title > TombEngine 1.6 Lua API< / title >
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< h1 > TombEngine< / h1 >
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< li > < a href = "../index.html" > Index< / a > < / li >
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< h2 > 1 Modules< / h2 >
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< ul class = "nowrap" >
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< li > < a href = "../1 modules/Effects.html" > Effects< / a > < / li >
< li > < a href = "../1 modules/Flow.html" > Flow< / a > < / li >
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< li > < a href = "../1 modules/Input.html" > Input< / a > < / li >
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< li > < a href = "../1 modules/Inventory.html" > Inventory< / a > < / li >
< li > < a href = "../1 modules/Logic.html" > Logic< / a > < / li >
< li > < a href = "../1 modules/Objects.html" > Objects< / a > < / li >
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< li > < a href = "../1 modules/Sound.html" > Sound< / a > < / li >
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< li > < a href = "../1 modules/Strings.html" > Strings< / a > < / li >
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< li > < a href = "../1 modules/Util.html" > Util< / a > < / li >
< li > < a href = "../1 modules/View.html" > View< / a > < / li >
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< / ul >
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< h2 > 2 Classes< / h2 >
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< ul class = "nowrap" >
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< li > < a href = "../2 classes/View.DisplaySprite.html" > View.DisplaySprite< / a > < / li >
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< li > < a href = "../2 classes/Flow.Animations.html" > Flow.Animations< / a > < / li >
< li > < a href = "../2 classes/Flow.Fog.html" > Flow.Fog< / a > < / li >
< li > < a href = "../2 classes/Flow.InventoryItem.html" > Flow.InventoryItem< / a > < / li >
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< li > < a href = "../2 classes/Flow.LensFlare.html" > Flow.LensFlare< / a > < / li >
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< li > < a href = "../2 classes/Flow.Level.html" > Flow.Level< / a > < / li >
< li > < a href = "../2 classes/Flow.Mirror.html" > Flow.Mirror< / a > < / li >
< li > < a href = "../2 classes/Flow.Settings.html" > Flow.Settings< / a > < / li >
< li > < a href = "../2 classes/Flow.SkyLayer.html" > Flow.SkyLayer< / a > < / li >
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< li > < a href = "../2 classes/Flow.Starfield.html" > Flow.Starfield< / a > < / li >
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< li > < here > Objects.AIObject< / here > < / li >
< li > < a href = "../2 classes/Objects.Camera.html" > Objects.Camera< / a > < / li >
< li > < a href = "../2 classes/Objects.LaraObject.html" > Objects.LaraObject< / a > < / li >
< li > < a href = "../2 classes/Objects.Moveable.html" > Objects.Moveable< / a > < / li >
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< li > < a href = "../2 classes/Objects.Room.html" > Objects.Room< / a > < / li >
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< li > < a href = "../2 classes/Objects.Sink.html" > Objects.Sink< / a > < / li >
< li > < a href = "../2 classes/Objects.SoundSource.html" > Objects.SoundSource< / a > < / li >
< li > < a href = "../2 classes/Objects.Static.html" > Objects.Static< / a > < / li >
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< li > < a href = "../2 classes/Objects.Volume.html" > Objects.Volume< / a > < / li >
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< li > < a href = "../2 classes/Strings.DisplayString.html" > Strings.DisplayString< / a > < / li >
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< / ul >
< h2 > 3 Primitive Classes< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../3 primitive classes/Color.html" > Color< / a > < / li >
< li > < a href = "../3 primitive classes/Rotation.html" > Rotation< / a > < / li >
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< li > < a href = "../3 primitive classes/Vec2.html" > Vec2< / a > < / li >
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< li > < a href = "../3 primitive classes/Vec3.html" > Vec3< / a > < / li >
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< / ul >
< h2 > 4 Enums< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../4 enums/Effects.BlendID.html" > Effects.BlendID< / a > < / li >
< li > < a href = "../4 enums/Effects.EffectID.html" > Effects.EffectID< / a > < / li >
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< li > < a href = "../4 enums/Flow.FreezeMode.html" > Flow.FreezeMode< / a > < / li >
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< li > < a href = "../4 enums/Flow.GameStatus.html" > Flow.GameStatus< / a > < / li >
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< li > < a href = "../4 enums/Input.ActionID.html" > Input.ActionID< / a > < / li >
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< li > < a href = "../4 enums/Objects.AmmoType.html" > Objects.AmmoType< / a > < / li >
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< li > < a href = "../4 enums/Objects.MoveableStatus.html" > Objects.MoveableStatus< / a > < / li >
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< li > < a href = "../4 enums/Objects.ObjID.html" > Objects.ObjID< / a > < / li >
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< li > < a href = "../4 enums/Objects.RoomFlagID.html" > Objects.RoomFlagID< / a > < / li >
< li > < a href = "../4 enums/Objects.RoomReverb.html" > Objects.RoomReverb< / a > < / li >
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< li > < a href = "../4 enums/Sound.SoundTrackType.html" > Sound.SoundTrackType< / a > < / li >
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< li > < a href = "../4 enums/Strings.DisplayStringOption.html" > Strings.DisplayStringOption< / a > < / li >
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< li > < a href = "../4 enums/Util.LogLevel.html" > Util.LogLevel< / a > < / li >
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< li > < a href = "../4 enums/View.AlignMode.html" > View.AlignMode< / a > < / li >
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< li > < a href = "../4 enums/View.CameraType.html" > View.CameraType< / a > < / li >
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< li > < a href = "../4 enums/View.PostProcessMode.html" > View.PostProcessMode< / a > < / li >
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< li > < a href = "../4 enums/View.ScaleMode.html" > View.ScaleMode< / a > < / li >
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< / ul >
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< h2 > 5 Lua utility modules< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../5 lua utility modules/EventSequence.html" > EventSequence< / a > < / li >
< li > < a href = "../5 lua utility modules/Timer.html" > Timer< / a > < / li >
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< / ul >
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< / div >
< div id = "content" >
< h1 > Class < code > Objects.AIObject< / code > < / h1 >
< p > AI object< / p >
< p >
< / p >
< h2 > < a href = "#Functions" > Functions< / a > < / h2 >
< table class = "function_list" >
< tr >
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< td class = "name" > < a href = "#AIObject:GetPosition" > AIObject:GetPosition()< / a > < / td >
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< td class = "summary" > Get the object's position< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#AIObject:SetPosition" > AIObject:SetPosition(position)< / a > < / td >
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< td class = "summary" > Set the object's position< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#AIObject:GetRotationY" > AIObject:GetRotationY()< / a > < / td >
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< td class = "summary" > Get the object's Y-axis rotation.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#AIObject:SetRotationY" > AIObject:SetRotationY(rotation)< / a > < / td >
< td class = "summary" > Set the object's Y-axis rotation.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#AIObject:GetName" > AIObject:GetName()< / a > < / td >
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< td class = "summary" > Get the object's unique string identifier< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#AIObject:SetName" > AIObject:SetName(name)< / a > < / td >
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< td class = "summary" > Set the object's name (its unique string identifier)< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#AIObject:GetRoom" > AIObject:GetRoom()< / a > < / td >
< td class = "summary" > Get the current room of the object< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#AIObject:GetRoomNumber" > AIObject:GetRoomNumber()< / a > < / td >
< td class = "summary" > Get the current room number of the object< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#AIObject:SetRoomNumber" > AIObject:SetRoomNumber(ID)< / a > < / td >
< td class = "summary" > Set room number of the object
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This is used in conjunction with SetPosition to teleport the object to a new room.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#AIObject:GetObjectID" > AIObject:GetObjectID()< / a > < / td >
< td class = "summary" > Retrieve the object ID< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#AIObject:SetObjectID" > AIObject:SetObjectID(ID)< / a > < / td >
< td class = "summary" > Change the object's ID.< / td >
< / tr >
< / table >
< br / >
< br / >
< h2 class = "section-header " > < a name = "Functions" > < / a > Functions< / h2 >
< dl class = "function" >
< dt >
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< a name = "AIObject:GetPosition" > < / a >
< strong > AIObject:GetPosition()< / strong >
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< / dt >
< dd >
Get the object's position
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< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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a copy of the object's position
< / ol >
< / dd >
< dt >
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< a name = "AIObject:SetPosition" > < / a >
< strong > AIObject:SetPosition(position)< / strong >
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< / dt >
< dd >
Set the object's position
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > position< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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the new position of the object
< / li >
< / ul >
< / dd >
< dt >
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< a name = "AIObject:GetRotationY" > < / a >
< strong > AIObject:GetRotationY()< / strong >
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< / dt >
< dd >
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Get the object's Y-axis rotation.
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To the best of my knowledge, the rotation of an AIObject has no effect.
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< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > number< / span > < / span >
the object's Y-axis rotation
< / ol >
< / dd >
< dt >
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< a name = "AIObject:SetRotationY" > < / a >
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< strong > AIObject:SetRotationY(rotation)< / strong >
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< / dt >
< dd >
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Set the object's Y-axis rotation.
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To the best of my knowledge, the rotation of an AIObject has no effect.
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< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > rotation< / span >
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< span class = "types" > < span class = "type" > number< / span > < / span >
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The object's new Y-axis rotation
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< / li >
< / ul >
< / dd >
< dt >
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< a name = "AIObject:GetName" > < / a >
< strong > AIObject:GetName()< / strong >
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< / dt >
< dd >
Get the object's unique string identifier
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< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < a class = "type" href = "https://www.lua.org/manual/5.4/manual.html#6.4" > string< / a > < / span >
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the object's name
< / ol >
< / dd >
< dt >
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< a name = "AIObject:SetName" > < / a >
< strong > AIObject:SetName(name)< / strong >
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< / dt >
< dd >
Set the object's name (its unique string identifier)
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > name< / span >
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< span class = "types" > < a class = "type" href = "https://www.lua.org/manual/5.4/manual.html#6.4" > string< / a > < / span >
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The object's new name
< / li >
< / ul >
< / dd >
< dt >
< a name = "AIObject:GetRoom" > < / a >
< strong > AIObject:GetRoom()< / strong >
< / dt >
< dd >
Get the current room of the object
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< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > Room< / span > < / span >
current room of the object
< / ol >
< / dd >
< dt >
< a name = "AIObject:GetRoomNumber" > < / a >
< strong > AIObject:GetRoomNumber()< / strong >
< / dt >
< dd >
Get the current room number of the object
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< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > int< / span > < / span >
number representing the current room of the object
< / ol >
< / dd >
< dt >
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< a name = "AIObject:SetRoomNumber" > < / a >
< strong > AIObject:SetRoomNumber(ID)< / strong >
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< / dt >
< dd >
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Set room number of the object
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This is used in conjunction with SetPosition to teleport the object to a new room.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > ID< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
the ID of the new room
< / li >
< / ul >
< / dd >
< dt >
< a name = "AIObject:GetObjectID" > < / a >
< strong > AIObject:GetObjectID()< / strong >
< / dt >
< dd >
Retrieve the object ID
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< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > int< / span > < / span >
a number representing the ID of the object
< / ol >
< / dd >
< dt >
< a name = "AIObject:SetObjectID" > < / a >
< strong > AIObject:SetObjectID(ID)< / strong >
< / dt >
< dd >
Change the object's ID. This will change the type of AI object it is.
Note that a baddy will gain the behaviour of the tile it's on < em > before< / em > said baddy is triggered.
This means that changing the type of an AI object beneath a moveable will have no effect.
Instead, this function can be used to change an object that the baddy isn't standing on.
For example, you could have a pair of AI< em > GUARD objects, and change one or the other two
AI< / em > PATROL_1 based on whether the player has a certain item or not.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > ID< / span >
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< span class = "types" > < a class = "type" href = "../4 enums/Objects.ObjID.html#" > ObjID< / a > < / span >
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the new ID
< / li >
< / ul >
< h3 > Usage:< / h3 >
< ul >
< pre class = "example" > aiObj = TEN.Objects.GetMoveableByName(< span class = "string" > "ai_guard_sphinx_room"< / span > )
aiObj:SetObjectID(TEN.Objects.ObjID.AI_PATROL1)< / pre >
< / ul >
< / dd >
< / dl >
< / div > <!-- id="content" -->
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< div id = "about" >
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< i > generated by < a href = "https://github.com/hispidence/TEN-LDoc" > TEN-LDoc< / a > (a fork of < a href = "http://github.com/stevedonovan/LDoc" > LDoc 1.4.6< / a > )< / i >
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