<commit_before>package unreal;

extern class UWorld_Extra {
  /** Time in seconds since level began play, but is NOT paused when the game is paused, and is NOT dilated/clamped. */
  public var RealTimeSeconds : Float32;

  public var Scene : PExternal<FSceneInterface>;

  @:thisConst
  public function GetGameState() : AGameState;

  @:thisConst
  public function GetGameInstance() : UGameInstance;

  @:thisConst
  public function IsPlayInEditor() : Bool;

  @:thisConst
  public function GetControllerIterator() : TConstArrayIteratorWrapper<TAutoWeakObjectPtr<AController>>;

  @:thisConst
  public function GetFirstPlayerController() : APlayerController;

  @:thisConst
  public function GetPawnIterator() : TConstArrayIteratorWrapper<TAutoWeakObjectPtr<APawn>>;

  public function SpawnActor(cls:UClass, location:Const<PExternal<FVector>>, rotator:Const<PExternal<FRotator>>, spawnParameters:Const<PRef<FActorSpawnParameters>>) : AActor;

  /**
   * Removes the actor from its level's actor list and generally cleans up the engine's internal state.
   * What this function does not do, but is handled via garbage collection instead, is remove references
   * to this actor from all other actors, and kill the actor's resources.  This function is set up so that
   * no problems occur even if the actor is being destroyed inside its recursion stack.
   *
   * @param	ThisActor				Actor to remove.
   * @param	bNetForce				[opt] Ignored unless called during play.  Default is false.
   * @param	bShouldModifyLevel		[opt] If true, Modify() the level before removing the actor.  Default is true.
   * @return							true if destroyed or already marked for destruction, false if actor couldn't be destroyed.
   */
  public function DestroyActor(actor:AActor, bNetForce:Bool, bShouldModifyLevel:Bool) : Bool;

  @:thisConst
  public function GetAuthGameMode() : AGameMode;

  /**
   * Returns time in seconds since world was brought up for play, IS stopped when game pauses, IS dilated/clamped
   *
   * @return time in seconds since world was brought up for play
   */
  @:thisConst
  public function GetTimeSeconds() : Float32;

  /**
   * Returns the frame delta time in seconds adjusted by e.g. time dilation.
   *
   * @return frame delta time in seconds adjusted by e.g. time dilation
   */
  @:thisConst
  public function GetDeltaSeconds() : Float32;

  public function IsInSeamlessTravel() : Bool;

  /**
   *  Trace a ray against the world using a specific channel and return the first blocking hit
   *  @param  OutHit          First blocking hit found
   *  @param  Start           Start location of the ray
   *  @param  End             End location of the ray
   *  @param  TraceChannel    The 'channel' that this ray is in, used to determine which components to hit
   *  @param  Params          Additional parameters used for the trace
   *  @param  ResponseParam ResponseContainer to be used for this trace
   *  @return TRUE if a blocking hit is found<commit_msg>Added an extern for UWorld's ServerTravel<commit_after>package unreal;

extern class UWorld_Extra {
  /** Time in seconds since level began play, but is NOT paused when the game is paused, and is NOT dilated/clamped. */
  public var RealTimeSeconds : Float32;

  public var Scene : PExternal<FSceneInterface>;

  @:thisConst
  public function GetGameState() : AGameState;

  @:thisConst
  public function GetGameInstance() : UGameInstance;

  @:thisConst
  public function IsPlayInEditor() : Bool;

  @:thisConst
  public function GetControllerIterator() : TConstArrayIteratorWrapper<TAutoWeakObjectPtr<AController>>;

  @:thisConst
  public function GetFirstPlayerController() : APlayerController;

  @:thisConst
  public function GetPawnIterator() : TConstArrayIteratorWrapper<TAutoWeakObjectPtr<APawn>>;

  public function SpawnActor(cls:UClass, location:Const<PExternal<FVector>>, rotator:Const<PExternal<FRotator>>, spawnParameters:Const<PRef<FActorSpawnParameters>>) : AActor;

  /**
   * Removes the actor from its level's actor list and generally cleans up the engine's internal state.
   * What this function does not do, but is handled via garbage collection instead, is remove references
   * to this actor from all other actors, and kill the actor's resources.  This function is set up so that
   * no problems occur even if the actor is being destroyed inside its recursion stack.
   *
   * @param	ThisActor				Actor to remove.
   * @param	bNetForce				[opt] Ignored unless called during play.  Default is false.
   * @param	bShouldModifyLevel		[opt] If true, Modify() the level before removing the actor.  Default is true.
   * @return							true if destroyed or already marked for destruction, false if actor couldn't be destroyed.
   */
  public function DestroyActor(actor:AActor, bNetForce:Bool, bShouldModifyLevel:Bool) : Bool;

  @:thisConst
  public function GetAuthGameMode() : AGameMode;

  /**
   * Returns time in seconds since world was brought up for play, IS stopped when game pauses, IS dilated/clamped
   *
   * @return time in seconds since world was brought up for play
   */
  @:thisConst
  public function GetTimeSeconds() : Float32;

  /**
   * Returns the frame delta time in seconds adjusted by e.g. time dilation.
   *
   * @return frame delta time in seconds adjusted by e.g. time dilation
   */
  @:thisConst
  public function GetDeltaSeconds() : Float32;


  /**
   * Jumps the server to new level.  If bAbsolute is true and we are using seemless traveling, we
   * will do an absolute travel (URL will be flushed).
   *
   * @param URL the URL that we are traveling to
   * @param bAbsolute whether we are using relative or absolute travel
   * @param bShouldSkipGameNotify whether to notify the clients/game or not
   */
  public function ServerTravel(InURL:Const<PRef<FString>>, bAbsolute:Bool=false, bShouldSkipGameNotify:Bool=false) : Void;

  public function IsInSeamlessTravel() : Bool;

  /**
   *  Trace a ray against the world using a specific channel and return the first blocking hit
   *  @param  OutHit          First blocking hit found
   *  @param  Start           Start location of the ray
   *  @param  End             End location of the ray
   *  @param  TraceChannel    The 'channel' that this ray is in, used to determine which components to hit
   *  @param  Params          Additional parameters used for the trace
   *  @param  ResponseParam ResponseContainer to be used for this trace
   *  @return TRUE if a blocking hit is found
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