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Proofing/review: Remove filler words, adhere to style guide
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@@ -157,7 +157,7 @@ this module:
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# SCsub
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Import('env')
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env.add_source_files(env.modules_sources,"*.cpp") # just add all cpp files to the build
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env.add_source_files(env.modules_sources,"*.cpp") # Add all cpp files to the build
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With multiple sources, you can also add each file individually to a Python
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string list:
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@@ -227,8 +227,7 @@ your module will be included.
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Using the module
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----------------
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Using your newly created module is very easy, from any script you can
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now do:
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You can now use your newly created moedule from any script:
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::
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@@ -406,15 +405,14 @@ one of the ``ClassName.xml`` files and recompile the engine from now on.
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Summing up
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----------
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As you see, it's really easy to develop Godot in C++. Just write your
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stuff normally and remember to:
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Remember to:
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- use ``GDCLASS`` macro for inheritance, so Godot can wrap it
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- use ``_bind_methods`` to bind your functions to scripting, and to
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allow them to work as callbacks for signals.
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But this is not all, depending what you do, you will be greeted with
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some surprises.
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some (hopefully positive) surprises.
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- If you inherit from :ref:`class_Node` (or any derived node type, such as
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Sprite), your new class will appear in the editor, in the inheritance
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