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Merge remote-tracking branch 'upstream/develop' into develop
2 parents b20f862 + 86b259c commit 9985aac

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Manual/contents/GameMaker_Language/GML_Overview/Arrays.htm

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@@ -63,7 +63,7 @@ <h3 class="dropspot"> Usando Arrays</h3>
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total = array[0] + array[5];<br />
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<br />
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// Check an array value<br />
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if array[9] == 10<br />
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if (array[9] == 10)<br />
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{<br />
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    // Do something<br />
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}<br />
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<br />
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for (var i = 0; i &lt; 10; ++i)<br />
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{<br />
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    total += array[i];<br />
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    draw_text(32, 32 + (i * 32), array[i]);<br />
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    _total += array[i];<br />
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    draw_text(32, 32 + (i * 32), array[i]);<br />
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}<br />
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<br />
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draw_text(32, 32 + (i * 32), total);
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draw_text(32, 32 + (i * 32), _total);
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</p>
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<p class="dropspot">O código acima somará todos os valores em nossa matriz, desenhará cada um deles e então desenhará o valor total no final.</p>
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<h3 class="dropspot"> Eliminação de matrizes</h3>
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<p>Mais uma vez, tudo isso não é necessário se a opção <strong>Copiar na Gravação</strong> estiver <strong>desativada</strong> (que é a opção padrão e recomendada).</p>
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<p>Descubra mais informações sobre acessores e como eles funcionam, juntamente com um exemplo de arrays, na página seguinte:</p>
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<ul class="colour">
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<li><a href="Accessors.htm">Accessors</a></li>
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<li><a data-xref="{title}" href="Accessors.htm">Accessors</a></li>
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</ul>
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<p> </p>
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<p> </p>

Manual/contents/GameMaker_Language/GML_Reference/Drawing/Particles/Particle_Emitters/part_emitter_destroy.htm

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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<title>part_emitter_destroy</title>
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<meta name="generator" content="Adobe RoboHelp 2020" />
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<meta name="generator" content="Adobe RoboHelp 2022" />
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<link rel="stylesheet" href="../../../../../assets/css/default.css" type="text/css" />
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<script src="../../../../../assets/scripts/main_script.js"></script>
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<meta name="rh-authors" content="Mark Alexander" />
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<h4>Exemplo:</h4>
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<p class="code">if part_emitter_exists(global.Sname, p_emit)<br />
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{<br />
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    part_emitter_destroy(global.Sname, p_emit1);<br />
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    part_emitter_destroy(global.Sname, p_emit);<br />
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}</p>
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<p>O código acima verificará se o emissor de partículas indexado na variável &quot;p_emit&quot; existe no sistema de dar partículas e se ele o faz é destruído.</p>
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<p> </p>

Manual/contents/GameMaker_Language/GML_Reference/Drawing/Particles/Particle_Emitters/part_emitter_destroy_all.htm

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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<title>part_emitter_destroy_all</title>
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<meta name="generator" content="Adobe RoboHelp 2020" />
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<meta name="generator" content="Adobe RoboHelp 2022" />
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<link rel="stylesheet" href="../../../../../assets/css/default.css" type="text/css" />
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<script src="../../../../../assets/scripts/main_script.js"></script>
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<meta name="rh-authors" content="Mark Alexander" />

Manual/contents/GameMaker_Language/GML_Reference/Drawing/Particles/Particle_Systems/part_particles_clear.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">Voltar: <a href="Particle_Systems.htm">Sistemas de Partículas</a></div>
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<div style="float:right">A seguir: <a href="part_particles_count.htm"><span class="notranslate">part_particles_count</span></a></div>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2022 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 os direitos reservados</span></h5>
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</div>
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<!-- KEYWORDS
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part_particles_clear
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--><!-- TAGS
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-->
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<!-- TAGS
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part_particles_clear
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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/Drawing/Particles/Particle_Systems/part_particles_count.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">Voltar: <a href="Particle_Systems.htm">Sistemas de Partículas</a></div>
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<div style="float:right">A seguir: <a href="part_system_automatic_update.htm"><span class="notranslate">part_system_automatic_update</span></a></div>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2022 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 os direitos reservados</span></h5>
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</div>
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<!-- KEYWORDS
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part_particles_count
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--><!-- TAGS
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-->
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<!-- TAGS
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part_particles_count
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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/Drawing/Particles/Particle_Systems/part_particles_create.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">Voltar: <a href="Particle_Systems.htm">Sistemas de Partículas</a></div>
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<div style="float:right">A seguir: <a href="part_particles_create_colour.htm"><span class="notranslate">part_particles_create_colour</span></a></div>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2022 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 os direitos reservados</span></h5>
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</div>
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<!-- KEYWORDS
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part_particles_create
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--><!-- TAGS
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-->
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<!-- TAGS
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part_particles_create
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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/Drawing/Particles/Particle_Systems/part_particles_create_colour.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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<head>
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<div style="float:left">Voltar: <a href="Particle_Systems.htm">Sistemas de Partículas</a></div>
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<div style="float:right">A seguir: <a href="part_system_exists.htm"><span class="notranslate">part_system_exists</span></a></div>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2023 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 os direitos reservados</span></h5>
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</div>
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<!-- KEYWORDS
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part_particles_create_colour
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part_particles_create_color
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--><!-- TAGS
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-->
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part_particles_create_colour
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--></body>
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-->
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</body>
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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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<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
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<title>part_system_angle</title>
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<meta name="generator" content="Adobe RoboHelp 2022"/>
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<link rel="stylesheet" type="text/css" href="../../../../../assets/css/default.css"/>
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<script src="../../../../../assets/scripts/main_script.js" type="module"></script>
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<meta name="rh-authors" content=""/>
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<meta name="topic-comment" content=""/>
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<meta name="rh-index-keywords" content="part_system_angle"/>
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<meta name="search-keywords" content="part_system_angle"/>
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<meta name="template" content="assets/masterpages/Manual_Keyword_Page.htt"/>
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</head>
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<body>
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<h1><span data-field="title" data-format="default">part_system_angle</span></h1>
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<p>This function changes the angle that the given particle system is rendered with.</p>
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<p> </p>
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<h4>Syntax:</h4>
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<p class="code">part_system_angle(ind, angle);</p>
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<table>
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<colgroup>
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<col/>
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<col/>
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<col/>
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</colgroup>
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<tbody>
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<tr>
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<th>Argument</th>
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<th>Type</th>
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<th>Description</th>
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</tr>
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<tr>
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<td>ind</td>
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<td><span data-keyref="Type_ID_PartSys"><a href="GameMaker_Language/GML_Reference/Drawing/Particles/Particle_Systems/part_system_create.htm" target="_blank">Particle System ID</a></span></td>
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<td>The particle system to change.</td>
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</tr>
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<tr>
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<td>angle</td>
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<td><span data-keyref="Type_Real"><a href="GameMaker_Language/GML_Overview/Data_Types.htm" target="_blank">Real</a></span></td>
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<td>The new angle of the particle system.</td>
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</tr>
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</tbody>
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</table>
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<p> </p>
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<h4>Returns:</h4>
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<p class="code"><span data-keyref="Type_Void">N/A</span></p>
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<p> </p>
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<h4>Example:</h4>
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<p class="code">var _mouse_dir = point_direction(x, y, mouse_x, mouse_y);
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<br/>
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part_system_angle(pt_sys, _mouse_dir);</p>
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<p>This gets the direction from the position of the instance towards the mouse cursor, and applies that as the angle of a particle system.</p>
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<p> </p>
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<p> </p>
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<div class="footer">
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<div class="buttons">
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<div class="clear">
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<div>Back: <a data-xref="{title}" href="Particle_Systems.htm">Particle Systems</a></div>
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<div>Next: <a data-xref="{title}" href="part_system_global_space.htm">part_system_global_space</a></div>
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</div>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<title>part_system_angle</title>
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<meta name="generator" content="Adobe RoboHelp 2022" />
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<link rel="stylesheet" type="text/css" href="../../../../../assets/css/default.css" />
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<script src="../../../../../assets/scripts/main_script.js" type="module"></script>
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<meta name="rh-authors" content="" />
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<meta name="topic-comment" content="" />
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<meta name="rh-index-keywords" content="part_system_angle" />
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<meta name="search-keywords" content="part_system_angle" />
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<meta name="template" content="assets/masterpages/Manual_Keyword_Page.htt" />
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</head>
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<body>
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<h1><span data-field="title" data-format="default">part_system_angle</span></h1>
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<p>This function changes the angle that the given particle system is rendered with.</p>
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<p> </p>
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<h4>Syntax:</h4>
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<p class="code"><span data-field="title" data-format="default">part_system_angle</span>(ind, angle);</p>
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<table>
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<colgroup>
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<col />
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<col />
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<col />
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</colgroup>
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<tbody>
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<th>Argument</th>
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<th>Type</th>
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<th>Description</th>
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</tr>
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<tr>
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<td>ind</td>
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<td><span data-keyref="Type_ID_PartSys"><a href="part_system_create.htm" target="_blank">Particle System Instance</a></span></td>
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<td>The particle system to change.</td>
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</tr>
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<tr>
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<td>angle</td>
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<td><span data-keyref="Type_Real"><a href="../../../../GML_Overview/Data_Types.htm" target="_blank">Real</a></span></td>
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<td>The new angle of the particle system.</td>
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</tr>
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</tbody>
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</table>
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<p> </p>
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<h4>Returns:</h4>
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<p> </p>
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<h4>Example:</h4>
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<p class="code">var _mouse_dir = point_direction(x, y, mouse_x, mouse_y);<br />
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part_system_angle(pt_sys, _mouse_dir);</p>
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<p>This gets the direction from the position of the instance towards the mouse cursor, and applies that as the angle of a particle system.</p>
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<p> </p>
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<p> </p>
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<div class="footer">
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<div class="buttons">
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<div class="clear">
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<div>Back: <a data-xref="{title}" href="Particle_Systems.htm">Particle Systems</a></div>
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<div>Next: <a data-xref="{title}" href="part_system_global_space.htm">part_system_global_space</a></div>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2023 All Rights Reserved</span></h5>
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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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part_system_angle
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Manual/contents/GameMaker_Language/GML_Reference/Drawing/Particles/Particle_Systems/part_system_automatic_draw.htm

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<div style="float:right">A seguir: <a href="part_system_update.htm"><span class="notranslate">part_system_update</span></a></div>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2022 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 os direitos reservados</span></h5>
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</div>
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part_system_automatic_draw
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Manual/contents/GameMaker_Language/GML_Reference/Drawing/Particles/Particle_Systems/part_system_automatic_update.htm

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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2022 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 os direitos reservados</span></h5>
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Manual/contents/GameMaker_Language/GML_Reference/Drawing/Particles/Particle_Systems/part_system_clear.htm

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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2023 All Rights Reserved</span></h5>
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<h5><span data-keyref="Copyright Notice">© Copyright <span class="notranslate">YoYo Games Ltd.</span> 2022 Todos os direitos reservados</span></h5>
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