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Merge pull request godotengine#8440 from tetrapod00/patch-2
c_sharp_exports.rst: use uint for layers; update casing to C# convention
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tutorials/scripting/c_sharp/c_sharp_exports.rst

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@@ -355,13 +355,13 @@ Export annotations are also provided for the physics and render layers defined i
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.. code-block:: csharp
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[Export(PropertyHint.Layers2DPhysics)]
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public int Layers2DPhysics { get; set; }
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public uint Layers2DPhysics { get; set; }
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[Export(PropertyHint.Layers2DRender)]
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public int Layers2DRender { get; set; }
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public uint Layers2DRender { get; set; }
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[Export(PropertyHint.Layers3DPhysics)]
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public int layers3DPhysics { get; set; }
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public uint Layers3DPhysics { get; set; }
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[Export(PropertyHint.Layers3DRender)]
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public int layers3DRender { get; set; }
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public uint Layers3DRender { get; set; }
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Using bit flags requires some understanding of bitwise operations.
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If in doubt, use boolean variables instead.

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