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World

Available functions

World_HasError

cs_bool World_HasError(World *world);

World_PopError

EWorldError World_PopError(World *world, EWorldExtra *extra);

World_Create

World *World_Create(cs_str name);

World_AllocBlockArray

void World_AllocBlockArray(World *world);

World_CleanBlockArray

cs_bool World_CleanBlockArray(World *world);

World_FreeBlockArray

void World_FreeBlockArray(World *world);

World_Free

void World_Free(World *world);

World_Add

void World_Add(World *world);

World_Remove

cs_bool World_Remove(World *world);

World_IsReadyToPlay

cs_bool World_IsReadyToPlay(World *world);

World_IsInMemory

cs_bool World_IsInMemory(World *world);

World_IsModified

cs_bool World_IsModified(World *world);

World_FinishEnvUpdate

cs_bool World_FinishEnvUpdate(World *world);

World_CountPlayers

cs_byte World_CountPlayers(World *world);

World_Load

cs_bool World_Load(World *world);

World_Unload

void World_Unload(World *world);

World_Save

cs_bool World_Save(World *world);

World_Lock

cs_bool World_Lock(World *world, cs_ulong timeout);

World_Unlock

void World_Unlock(World *world);

World_StartTask

void World_StartTask(World *world);

World_EndTask

void World_EndTask(World *world);

World_WaitAllTasks

void World_WaitAllTasks(World *world);

World_SetInMemory

void World_SetInMemory(World *world, cs_bool state);

World_SetIgnoreModifications

void World_SetIgnoreModifications(World *world, cs_bool state);

World_SetSpawn

void World_SetSpawn(World *world, Vec *svec, Ang *sang);

World_SetDimensions

cs_bool World_SetDimensions(World *world, const SVec *dims);

World_SetBlock

cs_bool World_SetBlock(World *world, SVec *pos, BlockID id);

World_SetBlockO

cs_bool World_SetBlockO(World *world, cs_uint32 offset, BlockID id);

World_SetEnvColor

cs_bool World_SetEnvColor(World *world, EColor type, Color3* color);

World_SetEnvProp

cs_bool World_SetEnvProp(World *world, EProp prop, cs_int32 value);

World_SetTexturePack

cs_bool World_SetTexturePack(World *world, cs_str url);

World_SetWeather

cs_bool World_SetWeather(World *world, EWeather type);

World_SetSeed

void World_SetSeed(World *world, cs_uint32 seed);

World_GetName

cs_str World_GetName(World *world);

World_GetSpawn

void World_GetSpawn(World *world, Vec *svec, Ang *sang);

World_GetData

void *World_GetData(World *world, cs_uint32 *size);

World_GetBlockArray

BlockID *World_GetBlockArray(World *world, cs_uint32 *size);

World_GetBlockArraySize

cs_uint32 World_GetBlockArraySize(World *world);

World_GetOffset

cs_uint32 World_GetOffset(World *world, SVec *pos);

World_GetDimensions

void World_GetDimensions(World *world, SVec *dims);

World_GetBlock

BlockID World_GetBlock(World *world, SVec *pos);

World_GetBlockO

BlockID World_GetBlockO(World *world, cs_uint32 offset);

World_GetEnvProp

cs_int32 World_GetEnvProp(World *world, EProp prop);

World_GetEnvColor

cs_bool World_GetEnvColor(World *world, EColor type, Color3 *dst);

World_GetWeather

EWeather World_GetWeather(World *world);

World_GetTexturePack

cs_str World_GetTexturePack(World *world);

World_GetSeed

cs_uint32 World_GetSeed(World *world);

World_GetByName

World *World_GetByName(cs_str name);