Free Hero Mesh

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Within a class definition, the following definitions can be used. See also
the section about variables; many of these definitions are used to specify
the initial value for variables of objects of this class.

Outside of code blocks, named constants are not normally interchangeable
with the numbers having the same value.

<class>
  Inherit the specified class, which must have been previously declared as
  an abstract class. Flags and message codes are inherited unless they are
  overridden. Multiple inheritance is not allowed. If inheritance is used,
  it must be specified before any blocks with program instructions, and
  any user-defined variables defined in the superclass are not accessible
  by the code specific to this class; you can define another variable with
  the same name but it will be a new variable with the same name.

<userflag>
  Set a user flag bit in the definition of Misc4, Misc5, Misc6, Misc7, or
  CollisionLayers of this class. You must previously define this user flag
  as a global definition.

Abstract
  (Not implemented yet.)
  Disallows creating objects of this class, but allows other classes to
  subclass this one. The (Image), (DefaultImage), (Help), and (EditorHelp)
  blocks are not allowed in abstract classes.

(Arrivals InPlace)
  This is an abbreviation for (Arrivals 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0
  0 0 0 0 0 0 0 0).

(Arrivals <numbers...>)
  Define the Arrivals variable for this class. This is twenty-five numbers
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  are always unsigned 16-bit numbers.

Sound  ( sound interruptflag -- )
  Play a sound; if the interrupt flag is zero then it does not interrupt
  existing sounds but otherwise it does. It is not an error if the values
  of the arguments are not valid.

Super  ( ? -- ? )
  Only allowed in a class which is a subclass of another class. This
  causes the current code to stop being executed and to instead execute
  the code of the class it is inheriting.

,Super  ( ? -- ? )
  Same as Super but return to this code after it is finished.

swap  ( x y -- y x )

Synchronize  ( slot startimage -- ) **
  Start a synchronized animation. Give the slot number of the animation,
  and the starting image number. The length and speed are defined in a
  global definition, and the animation is always a non-oscillating loop.