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Merge remote-tracking branch 'upstream/develop' into develop
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Manual/contents/GameMaker_Language/GML_Overview/Instance Keywords/other.htm

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<li>When calling an unbound constructor function, <span class="inline2">other</span> will be the instance or struct that called that function. If the constructor is bound as a method, then <span class="inline2">other</span> will be the instance or struct to which the constructor method is bound.</li>
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<li>When stored as a reference through a struct literal, covered below under &quot;<strong>&#39;other&#39; as a reference</strong>&quot;.</li>
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</ul>
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<h3 id="legacy_other_behaviour">Legacy other Behaviour</h3>
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<p>In previous versions of <span data-keyref="GameMaker Name">GameMaker</span> <span class="inline2">other</span> only changed in the following cases: </p>
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<ul class="colour">
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<li>As part of the <span class="inline2">with</span> statement.</li>
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<li>When <span class="inline2">new</span> is called when a constructor is executed <span class="inline2">other</span> is set to the <span class="inline2">self</span> at the point that <span class="inline2">new</span> was called.</li>
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</ul>
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<p>This behaviour can be enabled by the <a href="../../../Settings/Game_Options.htm#legacy_other_behaviour">Legacy Other Behaviour</a> game option.</p>
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<h2>Struct Declaration</h2>
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<p>Scope doesn&#39;t change inside a struct declaration, so <span class="inline2">other</span> refers to the same scope as <span class="inline2">self</span> (the <strong>current</strong> scope), meaning the struct or instance that&#39;s initialising the struct:</p>
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<p class="code">var _struct =<br />

Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Instances/Instance_Variables/alarm.htm

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<h4>Ejemplo:</h4>
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<p class="code">if canshoot<br />
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{<br />
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    if (keyboard_check_pressed(vk_space)) <br />
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    if (keyboard_check_pressed(vk_space))<br />
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    {<br />
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        canshoot = false;<br />
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        alarm[0] = room_speed;<br />

Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Instances/instance_create_layer.htm

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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="utf-8" ?>
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<!DOCTYPE html>
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<html xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<div style="float:left">Volver: <a href="Instances.htm">Instancias</a></div>
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<div style="float:right">Siguiente: <a href="instance_create_depth.htm"><span class="notranslate">instance_create_depth</span></a></div>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright <span class="notranslate">YoYo Games Ltd.</span> 2022 Todos los derechos reservados</span></h5>
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</div>
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<!-- KEYWORDS
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instance_create_layer
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--><!-- TAGS
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-->
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<!-- TAGS
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instance_create_layer
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--></body>
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-->
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</body>
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</html>

Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/room_get_info.htm

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Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Sprites/Sprite_Information/sprite_get_bbox_bottom.htm

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Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Sprites/Sprite_Information/sprite_get_bbox_left.htm

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Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Sprites/Sprite_Information/sprite_get_bbox_mode.htm

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Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Sprites/Sprite_Information/sprite_get_bbox_right.htm

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Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Sprites/Sprite_Information/sprite_get_bbox_top.htm

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Manual/contents/GameMaker_Language/GML_Reference/Cameras_And_Display/Cameras_And_Viewports/camera_get_proj_mat.htm

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Manual/contents/GameMaker_Language/GML_Reference/Cameras_And_Display/Cameras_And_Viewports/camera_get_view_mat.htm

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Manual/contents/GameMaker_Language/GML_Reference/Cameras_And_Display/The_Game_Window/window_get_fullscreen.htm

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Manual/contents/GameMaker_Language/GML_Reference/Cameras_And_Display/The_Game_Window/window_set_fullscreen.htm

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