Doc fixes

This commit is contained in:
hispidence 2022-12-11 18:37:06 +00:00
parent 9cf5164fe1
commit 80aca7572d
6 changed files with 16 additions and 13 deletions

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@ -107,7 +107,7 @@ namespace Effects
@tparam float rot (default 0) specifies a speed with which it will rotate (0 = no rotation, negative = anticlockwise rotation, positive = clockwise rotation).
@tparam Color startColor (default Color(255, 255, 255)) color at start of life
@tparam Color endColor (default Color(255, 255, 255)) color to fade to - at the time of writing this fade will finish long before the end of the particle's life due to internal maths
@tparam BlendID blendMode (default TEN.Effects.BlendID.ALPHABLEND) How will we blend this with its surroundings?
@tparam Effects.BlendID blendMode (default TEN.Effects.BlendID.ALPHABLEND) How will we blend this with its surroundings?
@tparam int startSize (default 10) Size on spawn. A value of 15 is approximately the size of Lara's head.
@tparam int endSize (default 0) Size on death - the particle will linearly shrink or grow to this size during its lifespan
@tparam float lifetime (default 2) Lifespan in seconds

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@ -15,7 +15,7 @@ Represents the properties of an object as it appears in the inventory.
@function InventoryItem
@tparam string nameKey key for the item's (localised) name.<br />
Corresponds to an entry in strings.lua.
@tparam ObjID slot slot of inventory object to change
@tparam Objects.ObjID slot slot of inventory object to change
@tparam int yOffset y-axis offset (positive values move the item down).<br />
A value of about 100 will cause the item to display directly below its usual position.
@tparam float scale item size (1 being standard size).<br />
@ -24,7 +24,10 @@ and a value of 2 will cause the item to render at twice the size.
@tparam Rotation rot rotation about x, y, and z axes
@tparam RotationAxis axis Axis to rotate about when the item is being looked at in the inventory.<br />
Note that this is entirely separate from the `rot` field described above.
Must be RotationAxis.X, RotationAxis.Y or RotationAxis.Z.
Must one of the following:
X
Y
Z
e.g. `myItem.rotAxisWhenCurrent = RotationAxis.X`
@tparam int meshBits __Not currently implemented__ (will have no effect regardless of what you set it to)
@tparam ItemAction action is this usable, equippable, or examinable?<br/>

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@ -19,7 +19,7 @@ namespace InventoryHandler
//10 instead.
//Has no effect if the player has an infinite number of that item.
//@function GiveItem
//@tparam ObjID item the item to be added
//@tparam Objects.ObjID item the item to be added
//@int[opt] count the number of items to add (default: the amount you would get from a pickup)
static void InventoryAdd(GAME_OBJECT_ID slot, sol::optional<int> count)
{
@ -38,7 +38,7 @@ namespace InventoryHandler
//As in @{GiveItem}, omitting the count will remove the "default" amount of that item.
//Has no effect if the player has an infinite number of the item.
//@function TakeItem
//@tparam ObjID item the item to be removed
//@tparam Objects.ObjID item the item to be removed
//@int[opt] count the number of items to remove (default: the amount you would get from a pickup)
static void InventoryRemove(GAME_OBJECT_ID slot, sol::optional<int> count)
{
@ -51,7 +51,7 @@ namespace InventoryHandler
///Get the amount the player holds of an item.
//@function GetItemCount
//@tparam InvID item the ID item to check
//@tparam Objects.ObjID item the ID item to check
//@treturn int the amount of the item the player has in the inventory. -1 indicates an infinite amount of that item.
static int InventoryGetCount(GAME_OBJECT_ID slot)
{
@ -61,7 +61,7 @@ namespace InventoryHandler
///Set the amount of a certain item the player has in the inventory.
//Similar to @{GiveItem} but replaces with the new amount instead of adding it.
//@function SetItemCount
//@tparam InvID item the ID of the item to be set.
//@tparam Objects.ObjID item the ID of the item to be set.
//@tparam int count the number of items the player will have. A value of -1 will give an infinite amount of that item.
static void InventorySetCount(GAME_OBJECT_ID slot, int count)
{

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@ -81,7 +81,7 @@ void AIObject::Register(sol::table & parent)
// For example, you could have a pair of AI_GUARD objects, and change one or the other two
// AI_PATROL_1 based on whether the player has a certain item or not.
// @function AIObject:SetObjectID
// @tparam ObjID ID the new ID
// @tparam Objects.ObjID ID the new ID
// @usage
// aiObj = TEN.Objects.GetMoveableByName("ai_guard_sphinx_room")
// aiObj:SetObjectID(TEN.Objects.ObjID.AI_PATROL1)

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@ -74,7 +74,7 @@ bool operator==(Moveable const& first, Moveable const& second)
associated getters and setters. If you do not know what to set for these,
most can just be ignored (see usage).
@function Moveable
@tparam ObjID object ID
@tparam Objects.ObjID object ID
@tparam string name Lua name of the item
@tparam Vec3 position position in level
@tparam[opt] Rotation rotation rotation about x, y, and z axes (default Rotation(0, 0, 0))
@ -168,7 +168,7 @@ void Moveable::Register(sol::table & parent)
/// Set effect to moveable
// @function Moveable:SetEffect
// @tparam EffectID effect Type of effect to assign.
// @tparam Effects.EffectID effect Type of effect to assign.
// @tparam float timeout time (in seconds) after which effect turns off (optional).
ScriptReserved_SetEffect, &Moveable::SetEffect,
@ -181,7 +181,7 @@ void Moveable::Register(sol::table & parent)
/// Get current moveable effect
// @function Moveable:GetEffect
// @treturn EffectID effect type currently assigned to moveable.
// @treturn Effects.EffectID effect type currently assigned to moveable.
ScriptReserved_GetEffect, & Moveable::GetEffect,
/// Get the status of object.
@ -464,7 +464,7 @@ ScriptReserved_GetSlotHP, & Moveable::GetSlotHP,
/// Borrow animation from an object
// @function Moveable:AnimFromObject
// @tparam ObjID ObjectID to take animation and stateID from,
// @tparam Objects.ObjID ObjectID to take animation and stateID from,
// @tparam int animNumber animation from object
// @tparam int stateID state from object
ScriptReserved_AnimFromObject, &Moveable::AnimFromObject);

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@ -43,7 +43,7 @@ ObjectsHandler::ObjectsHandler(sol::state* lua, sol::table & parent) :
/***
Get moveables by its slot.
@function GetMoveablesBySlot
@tparam ObjID slot the unique slot of the Moveable, e.g. `Objects.ObjID.ANIMATING1`
@tparam Objects.ObjID slot the unique slot of the Moveable, e.g. `Objects.ObjID.ANIMATING1`
@treturn table table of Moveables referencing the given slot.
*/
m_table_objects.set_function(ScriptReserved_GetMoveablesBySlot, &ObjectsHandler::GetMoveablesBySlot<Moveable>, this);