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@ -7849,12 +7849,12 @@ Global tables
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* Values in this table may be modified directly.
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Note: changes to initial properties will only affect entities spawned afterwards,
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as they are only read when spawning.
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* `core.object_refs`
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* Map of active object references, indexed by active object id
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* Obsolete: Use `core.objects_by_guid` instead.
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GUIDs are strictly more useful than active object IDs.
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* `core.objects_by_guid`
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* Map of active object references, indexed by object GUID
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* `core.object_refs`
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* **Obsolete:** Use `core.objects_by_guid` instead.
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GUIDs are strictly more useful than active object IDs.
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* Map of active object references, indexed by active object id
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* `core.luaentities`
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* Map of Lua entities, indexed by active object id
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* `core.registered_abms`
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@ -8555,10 +8555,10 @@ child will follow movement and rotation of that bone.
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* `get_guid()`: returns a global unique identifier (a string)
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* For players, this is a player name.
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* For Lua entities, this is a uniquely generated string, guaranteed not to collide with player names.
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* Example: `@bGh3p2AbRE29Mb4biqX6OA`
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* example: `@bGh3p2AbRE29Mb4biqX6OA`
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* GUIDs only use printable ASCII characters.
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* GUIDs are persisted internally between object reloads; their format is guaranteed not to change.
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Thus you can store GUIDs to identify objects persistently.
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* GUIDs persist internally between object reloads; their format is guaranteed not to change.
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Thus you can use the GUID to identify an object in a particular world online nad offline.
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#### Lua entity only (no-op for other objects)
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