void d3d_transform_add_translation( double xt, double yt, double zt ) { GM_NORMAL_RESULT; GM_ARGS{ xt, yt, zt }; GM_NORMAL_CALL( id_d3d_transform_add_translation ); }
void sprite_save_strip( int ind, const CGMVariable& fname ) { GM_NORMAL_RESULT; GM_ARGS{ ind, fname }; GM_NORMAL_CALL( id_sprite_save_strip ); }
void sound_restore( int index ) { GM_NORMAL_RESULT; GM_ARGS{ index }; GM_NORMAL_CALL( id_sound_restore ); }
void keyboard_set_map( int key1, int key2 ) { GM_NORMAL_RESULT; GM_ARGS{ key1, key2 }; GM_NORMAL_CALL( id_keyboard_set_map ); }
void keyboard_key_press( int key ) { GM_NORMAL_RESULT; GM_ARGS{ key }; GM_NORMAL_CALL( id_keyboard_key_press ); }
void d3d_vertex( double x, double y, double z ) { GM_NORMAL_RESULT; GM_ARGS{ x, y, z }; GM_NORMAL_CALL( id_d3d_vertex ); }
void keyboard_clear( int key ) { GM_NORMAL_RESULT; GM_ARGS{ key }; GM_NORMAL_CALL( id_keyboard_clear ); }
void d3d_light_enable( int ind, bool enable ) { GM_NORMAL_RESULT; GM_ARGS{ ind, enable }; GM_NORMAL_CALL( id_d3d_light_enable ); }
void d3d_model_destroy( int ind ) { GM_NORMAL_RESULT; GM_ARGS{ ind }; GM_NORMAL_CALL( id_d3d_model_destroy ); }
void d3d_set_lighting( bool enable ) { GM_NORMAL_RESULT; GM_ARGS{ enable }; GM_NORMAL_CALL( id_d3d_set_lighting ); }
void d3d_set_shading( bool smooth ) { GM_NORMAL_RESULT; GM_ARGS{ smooth }; GM_NORMAL_CALL( id_d3d_set_shading ); }
void d3d_set_fog( bool enable, int color, double start, double end ) { GM_NORMAL_RESULT; GM_ARGS{ enable, color, start, end }; GM_NORMAL_CALL( id_d3d_set_fog ); }
void d3d_transform_add_rotation_z( double angle ) { GM_NORMAL_RESULT; GM_ARGS{ angle }; GM_NORMAL_CALL( id_d3d_transform_add_rotation_z ); }
void d3d_transform_add_scaling( double xs, double ys, double zs ) { GM_NORMAL_RESULT; GM_ARGS{ xs, ys, zs }; GM_NORMAL_CALL( id_d3d_transform_add_scaling ); }
void d3d_set_depth( int depth ) { GM_NORMAL_RESULT; GM_ARGS{ depth }; GM_NORMAL_CALL( id_d3d_set_depth ); }
void d3d_model_clear( int ind ) { GM_NORMAL_RESULT; GM_ARGS{ ind }; GM_NORMAL_CALL( id_d3d_model_clear ); }
void d3d_primitive_begin( int kind ) { GM_NORMAL_RESULT; GM_ARGS{ kind }; GM_NORMAL_CALL( id_d3d_primitive_begin ); }
void d3d_model_load( int ind, const CGMVariable& fname ) { GM_NORMAL_RESULT; GM_ARGS{ ind, fname }; GM_NORMAL_CALL( id_d3d_model_load ); }
void keyboard_key_release( int key ) { GM_NORMAL_RESULT; GM_ARGS{ key }; GM_NORMAL_CALL( id_keyboard_key_release ); }
void d3d_model_primitive_begin( int ind, int kind ) { GM_NORMAL_RESULT; GM_ARGS{ ind, kind }; GM_NORMAL_CALL( id_d3d_model_primitive_begin ); }
void mouse_clear( int button ) { GM_NORMAL_RESULT; GM_ARGS{ button }; GM_NORMAL_CALL( id_mouse_clear ); }
void d3d_model_vertex( int ind, double x, double y, double z ) { GM_NORMAL_RESULT; GM_ARGS{ ind, x, y, z }; GM_NORMAL_CALL( id_d3d_model_vertex ); }
void keyboard_set_numlock( bool on ) { GM_NORMAL_RESULT; GM_ARGS{ on }; GM_NORMAL_CALL( id_keyboard_set_numlock ); }
void d3d_set_hidden( bool enable ) { GM_NORMAL_RESULT; GM_ARGS{ enable }; GM_NORMAL_CALL( id_d3d_set_hidden ); }
void sprite_save( int ind, int subimg, const CGMVariable& fname ) { GM_NORMAL_RESULT; GM_ARGS{ ind, subimg, fname }; GM_NORMAL_CALL( id_sprite_save ); }
void d3d_model_primitive_end( int ind ) { GM_NORMAL_RESULT; GM_ARGS{ ind }; GM_NORMAL_CALL( id_d3d_model_primitive_end ); }
void sound_discard( int index ) { GM_NORMAL_RESULT; GM_ARGS{ index }; GM_NORMAL_CALL( id_sound_discard ); }
void d3d_set_perspective( bool enable ) { GM_NORMAL_RESULT; GM_ARGS{ enable }; GM_NORMAL_CALL( id_d3d_set_perspective ); }
void background_save( int ind, const CGMVariable& fname ) { GM_NORMAL_RESULT; GM_ARGS{ ind, fname }; GM_NORMAL_CALL( id_background_save ); }
void d3d_transform_set_rotation_y( double angle ) { GM_NORMAL_RESULT; GM_ARGS{ angle }; GM_NORMAL_CALL( id_d3d_transform_set_rotation_y ); }