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- 756 bytes (75 words) - 16:53, 6 August 2020
- 296 bytes (36 words) - 16:17, 6 August 2020
- 10 KB (988 words) - 16:26, 6 August 2020
- ...g="c++" inline>int</syntaxhighlight> || SqrLength || || Returns the length-squared of this vector.2 KB (192 words) - 16:23, 6 August 2020
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- 632 bytes (70 words) - 15:26, 6 August 2020
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- A <code>tString</code> is the HPL3 type for storing strings, or sequences of characters. They are created thro ...[ ] ) syntax. (Characters in the HPL3 engine are represented by unsigned 8-bit integers, or <code>uint8</code>.)2 KB (240 words) - 17:13, 6 August 2020
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- {{constructionNotice|This page is in the proccess of being re-written to meet higher standarts.}} ...lly, by the time you start this tutorial, you should already have some map scripting experience under your belt.17 KB (2,484 words) - 15:40, 4 August 2020
- '''Q: Wait, so there are two HPL3 engines? One for SOMA and one for Amnesia: Rebirth? This is confusing''' A: Frictional Games' in-house engine, HPL, improves and evolves with each game they release. Each ve4 KB (741 words) - 11:45, 21 August 2020
- ...e name your variables whatever you like. However, a recommendation (a "soft-rule", if you will) is that you name your variables with an identifier that ...it <code>mlCount</code>. For a list of the prefixes, see [[HPL3/Scripting/Scripting Conventions|this page on the wiki]].}}16 KB (2,716 words) - 18:08, 15 August 2020
- |Quick-saves the game. |Quick-loads the last save.16 KB (2,660 words) - 23:17, 20 January 2022
- <big>'''Welcome to the main SOMA Scripting Function Reference Api.'''<br> ...needed to be included in order to call these functions. They can be used as-is.'''<br>182 KB (19,221 words) - 20:21, 7 September 2020
- <big>'''Welcome to the main Amnesia: Rebirth Scripting Function Reference Api.'''<br> ...needed to be included in order to call these functions. They can be used as-is.'''<br>197 KB (20,688 words) - 21:54, 6 December 2020