Oh, I thought, since the engine uses its own compiler, it treated literals as var instead of int (opposed to usual C++ compilers...)
I wrote a long post asking further clarification on the syntax, but I really should read more on this stuff, instead of using you as a personal teacher
Thanks for the help, I'm starting to see things differently now, with many new possibilities opening up from the language using structs, passing references and, lets not forget the almighty send_data_to function that I haven't even used yet...
Next goal - custom collision for 1000's of enemies on screen