diff --git a/TR5Main/Scripting/GameScriptInventoryObject.cpp b/TR5Main/Scripting/GameScriptInventoryObject.cpp index a3dcc308b..319a7ea33 100644 --- a/TR5Main/Scripting/GameScriptInventoryObject.cpp +++ b/TR5Main/Scripting/GameScriptInventoryObject.cpp @@ -1,6 +1,13 @@ #include "framework.h" #include "GameScriptInventoryObject.h" +/*** +Represents the properties of an object as it appears in the inventory. + +@classmod InventoryObject +@pragma nostrip +*/ + GameScriptInventoryObject::GameScriptInventoryObject(std::string const& a_name, ItemEnumPair a_slot, float a_yOffset, float a_scale, float a_xRot, float a_yRot, float a_zRot, short a_rotationFlags, int a_meshBits, __int64 a_operation) : name{ a_name }, slot{ a_slot.m_pair.second }, @@ -18,9 +25,22 @@ void GameScriptInventoryObject::Register(sol::state * lua) { lua->new_usertype("InventoryObject", sol::constructors(), - "name", &GameScriptInventoryObject::name, + + /// (string) string key for the item's (localised) name. Corresponds to an entry in strings.lua. + //@mem nameKey + "nameKey", &GameScriptInventoryObject::name, + + /// (float) y-axis offset. + // A value of about 100 will cause the item to display directly below its usual position. + //@mem nameKey "yOffset", &GameScriptInventoryObject::yOffset, + + /// (float) Item's size when displayed in the inventory as a multiple of its "regular" size. + // A value of 0.5 will cause the item to render at half the size, + // and a value of 2 will cause the item to render at twice the size. + //@mem scale "scale", &GameScriptInventoryObject::scale, + "xRot", &GameScriptInventoryObject::xRot, "yRot", &GameScriptInventoryObject::yRot, "zRot", &GameScriptInventoryObject::zRot,