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# Godot 4+ specific ignores
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# IDEs
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.godot/
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.godot
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.vscode/**
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!.vsocde/cSpell.json
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global using System;
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global using System.Collections;
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global using System.Collections.Generic;
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global using System.Linq;
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global using Godot;
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<Project Sdk="Godot.NET.Sdk/4.0.0">
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<PropertyGroup>
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<TargetFramework>net7.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<Nullable>enable</Nullable>
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<DefaultItemExcludes>$(DefaultItemExcludes);ScriptTemplates\**\*.cs</DefaultItemExcludes>
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<RootNamespace>MemoryEffect</RootNamespace>
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</PropertyGroup>
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</Project>
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 2012
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MemoryEffect", "MemoryEffect.csproj", "{295DC7CD-C461-4EE6-B3B4-DD2437A6DC58}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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ExportDebug|Any CPU = ExportDebug|Any CPU
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ExportRelease|Any CPU = ExportRelease|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{295DC7CD-C461-4EE6-B3B4-DD2437A6DC58}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{295DC7CD-C461-4EE6-B3B4-DD2437A6DC58}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{295DC7CD-C461-4EE6-B3B4-DD2437A6DC58}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
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{295DC7CD-C461-4EE6-B3B4-DD2437A6DC58}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
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{295DC7CD-C461-4EE6-B3B4-DD2437A6DC58}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
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{295DC7CD-C461-4EE6-B3B4-DD2437A6DC58}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
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EndGlobalSection
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EndGlobal
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public partial class MainScene : Node2D
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{
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public override void _Ready()
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{
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}
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public override void _Process(double delta)
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{
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}
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}
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[gd_scene load_steps=2 format=3 uid="uid://bj76b7i8hyb0"]
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[ext_resource type="Script" path="res://Scenes/MainScene.cs" id="1_6buw1"]
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[node name="MainScene" type="Node2D"]
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script = ExtResource("1_6buw1")
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@ -0,0 +1,9 @@
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namespace MemoryEffect
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{
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public partial class _CLASS_ : _BASE_
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{
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public override void _Ready()
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{
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}
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}
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}
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