Lightning
Sourcestring LIGHTNING_CHAIN_LIGHTNING_PRIMARY
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string LIGHTNING_CHAIN_LIGHTNING_SEECONDARY
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string LIGHTNING_DRAIN
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string LIGHTNING_DRAIN_LIFE
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string LIGHTNING_DRAIN_MANA
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string LIGHTNING_FINGER_OF_DEATH
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string LIGHTNING_FORKED_LIGHTNING
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string LIGHTNING_HEALING_WAWE_PRIMARY
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string LIGHTNING_HEALING_WAWE_SEECONDARY
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string LIGHTNING_LIGHTNING_ATTACK
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string LIGHTNING_MAGIC_LEASH
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string LIGHTNING_MANA_BURN
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string LIGHTNING_MANA_FLARE
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string LIGHTNING_SPIRIT_LINK
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 function addLightning(string codeName, boolean checkVisibility, vec2 start, vec2 _end) returns lightning
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 Acts as with vec3 version but with z equal to terrain height. 
 function addLightning(string codeName, boolean checkVisibility, vec3 start, vec3 _end) returns lightning
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 Warning, z value of vec3 should consider terrain height.
(usually with z==0 the lightning spawns very low under ground) 
 function static lightning.destr() returns boolean
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 function static lightning.getColor() returns color
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 Gets given lightning's color.
Uses approximation since it's stored in reals. 
 function static lightning.getColorA() returns real
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 function static lightning.getColorB() returns real
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 function static lightning.getColorG() returns real
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 function static lightning.getColorR() returns real
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 function static lightning.getColorWithA() returns colorA
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 Gets given lightning's color with alpha channel.
Uses approximation since it's stored in reals. 
 function static lightning.move(boolean checkVisibility, vec2 start, vec2 _end) returns boolean
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 Acts as with vec3 version but with z equal to terrain height. 
 function static lightning.move(boolean checkVisibility, vec3 start, vec3 _end) returns boolean
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 Warning, z value of vec3 should consider terrain height.
(usually with z==0 the lightning spawns very low under ground) 
 function static lightning.setColor(colorA c) returns boolean
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 function static lightning.setColor(color c) returns boolean
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