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Added signal_close_game script function
Updated documents and version number.
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@@ -244,7 +244,7 @@ FUNCTION REFERENCE
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- Returns FID of a roof tile at given tile number and elevation. Note that FID of 1 is used when there is no actual roof.
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-----
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##### `void reg_anim_combat_check`
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##### `void reg_anim_combat_check(int enable)`
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- Allows enabling all `reg_anim_*` functions in combat (including vanilla functions) if set to 0. It is automatically reset at the end of each frame, so you need to call it before `reg_anim_begin() ... reg_anim_end()` code block.
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**Some additional `reg_anim_*` functions were introduced. They all work in the same convention as vanilla functions and use the same underlying code.**
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@@ -1117,6 +1117,11 @@ sfall_funcX metarule functions
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- Plays the specified animation while simultaneously moving the object to the given tile
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- `delay`: delay from the previous animation. A value of -1 will execute the specified animation immediately after the previous one in the sequence ends
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----
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#### signal_close_game
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`void sfall_func0("signal_close_game")`
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- Works in a similar way to vanilla function: `metarule(METARULE_SIGNAL_END_GAME, 0)`, but it will then close the game instead of only returning the player to the main menu
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****
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_See other documentation files (arrays.md, hookscripts.md) for related functions reference._
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