int d3d_model_create() { GM_NORMAL_RESULT; GM_VOID_CALL( id_d3d_model_create ); GM_RETURN_INT; }
int object_add() { GM_NORMAL_RESULT; GM_VOID_CALL( id_object_add ); GM_RETURN_INT; }
void instance_destroy() { GM_NORMAL_RESULT; GM_VOID_CALL( id_instance_destroy ); }
void keyboard_unset_map() { GM_NORMAL_RESULT; GM_VOID_CALL( id_keyboard_unset_map ); }
int path_add() { GM_NORMAL_RESULT; GM_VOID_CALL( id_path_add ); GM_RETURN_INT; }
void io_handle() { GM_NORMAL_RESULT; GM_VOID_CALL( id_io_handle ); }
bool mouse_wheel_down() { GM_NORMAL_RESULT; GM_VOID_CALL( id_mouse_wheel_down ); GM_RETURN_BOOL; }
void game_restart() { GM_NORMAL_RESULT; GM_VOID_CALL( id_game_restart ); }
void event_inherited() { GM_NORMAL_RESULT; GM_VOID_CALL( id_event_inherited ); }
void room_restart() { GM_NORMAL_RESULT; GM_VOID_CALL( id_room_restart ); }
void game_end() { GM_NORMAL_RESULT; GM_VOID_CALL( id_game_end ); }
void room_goto_next() { GM_NORMAL_RESULT; GM_VOID_CALL( id_room_goto_next ); }
void room_goto_previous() { GM_NORMAL_RESULT; GM_VOID_CALL( id_room_goto_previous ); }
void instance_activate_all() { GM_NORMAL_RESULT; GM_VOID_CALL( id_instance_activate_all ); }
void d3d_primitive_end() { GM_NORMAL_RESULT; GM_VOID_CALL( id_d3d_primitive_end ); }
void d3d_transform_set_identity() { GM_NORMAL_RESULT; GM_VOID_CALL( id_d3d_transform_set_identity ); }
void io_clear() { GM_NORMAL_RESULT; GM_VOID_CALL( id_io_clear ); }
void d3d_transform_stack_clear() { GM_NORMAL_RESULT; GM_VOID_CALL( id_d3d_transform_stack_clear ); }
void keyboard_wait() { GM_NORMAL_RESULT; GM_VOID_CALL( id_keyboard_wait ); }
bool d3d_transform_stack_top() { GM_NORMAL_RESULT; GM_VOID_CALL( id_d3d_transform_stack_top ); GM_RETURN_BOOL; }
void mouse_wait() { GM_NORMAL_RESULT; GM_VOID_CALL( id_mouse_wait ); }
bool d3d_transform_stack_discard() { GM_NORMAL_RESULT; GM_VOID_CALL( id_d3d_transform_stack_discard ); GM_RETURN_BOOL; }
bool keyboard_get_numlock() { GM_NORMAL_RESULT; GM_VOID_CALL( id_keyboard_get_numlock ); GM_RETURN_BOOL; }
bool d3d_start() { GM_NORMAL_RESULT; GM_VOID_CALL( id_d3d_start ); GM_RETURN_BOOL; }
int timeline_add() { GM_NORMAL_RESULT; GM_VOID_CALL( id_timeline_add ); GM_RETURN_INT; }
bool d3d_end() { GM_NORMAL_RESULT; GM_VOID_CALL( id_d3d_end ); GM_RETURN_BOOL; }
int room_add() { GM_NORMAL_RESULT; GM_VOID_CALL( id_room_add ); GM_RETURN_INT; }
void path_end() { GM_NORMAL_RESULT; GM_VOID_CALL( id_path_end ); }