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+ snippet class
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+ class $1 extends ${2: Reference }
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+ \t $3
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+
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+
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+ snippet pr
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+ print($1 )
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+
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+
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+ snippet ready
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+ func _ready():
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+ \t ${1: pass }
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+
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+
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+ snippet init
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+ func _init():
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+ \t ${1: pass }
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+
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+
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+ snippet process
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+ func _process(delta):
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+ \t ${1: pass }
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+
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+
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+ snippet input
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+ func _input(event):
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+ \t ${1: pass }
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+
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+
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+ snippet inpute
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+ func _input_event(event):
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+ \t ${1: pass }
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+
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+
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+ snippet draw
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+ func _draw():
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+ \t ${1: pass }
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+
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+
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+ snippet guii
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+ func _gui_input(event):
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+ \t ${1: pass }
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+
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+
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+ snippet for
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+ for $1 in $2 :
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+ \t ${3: pass }
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+
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+
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+ snippet for
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+ for $1 in range(${2: start } {$3 :,end}):
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+ \t ${4: pass }
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+
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+
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+ snippet if
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+ if ${1: condition } :
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+ \t ${3: pass }
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+ elif ${2: condition } :
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+ \t ${4: pass }
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+ else:
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+ \t ${5: pass }
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+
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+
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+ snippet if
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+ if ${1: condition } :
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+ \t ${2: pass }
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+ else:
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+ \t ${3: pass }
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+
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+
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+ snippet if
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+ if ${1: condition } :
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+ \t ${2: pass }
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+
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+
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+ snippet while
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+ while ${1: condition } :
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+ \t ${2: pass }
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+
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+
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+ snippet func
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+ func ${1: method } (${2: args } ):
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+ \t ${3: pass }
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+
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+
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+ snippet signal
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+ signal ${1: signalname } (${2: args } )
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+
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+
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+ snippet export
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+ export(${1: type }${2: ,other_configs } ) var ${3: name }${4: = default }${5: setget }
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+
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+
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+ snippet var
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+ var ${1: name }${2: = default }${3: setget }
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+
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+
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+ snippet onready
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+ onready var ${1: name } = get_node($2 )
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+
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+
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+ snippet is
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+ ${1: instance } is ${2: class }
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+
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+
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+ snippet in
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+ ${1: element } in ${$2 :array}
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+
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+
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+ snippet gdscript
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+ extends ${1: BaseClass }
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+
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+ # class member variables go here, for example:
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+ # var a = 2
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+ # var b = \t extvar\
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+
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+ func _ready():
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+ \t # Called every time the node is added to the scene.
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+ \t # Initialization here
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+ \t pass
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+
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+
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+
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+ # snippet pass ##### do we really need this?
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+ # pass
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