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 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 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 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 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 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 @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 @function InventoryItem
@tparam string nameKey key for the item's (localised) name.<br /> @tparam string nameKey key for the item's (localised) name.<br />
Corresponds to an entry in strings.lua. 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 /> @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. 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 /> @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 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 /> @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. 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` e.g. `myItem.rotAxisWhenCurrent = RotationAxis.X`
@tparam int meshBits __Not currently implemented__ (will have no effect regardless of what you set it to) @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/> @tparam ItemAction action is this usable, equippable, or examinable?<br/>

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@ -19,7 +19,7 @@ namespace InventoryHandler
//10 instead. //10 instead.
//Has no effect if the player has an infinite number of that item. //Has no effect if the player has an infinite number of that item.
//@function GiveItem //@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) //@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) 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. //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. //Has no effect if the player has an infinite number of the item.
//@function TakeItem //@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) //@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) 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. ///Get the amount the player holds of an item.
//@function GetItemCount //@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. //@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) 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. ///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. //Similar to @{GiveItem} but replaces with the new amount instead of adding it.
//@function SetItemCount //@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. //@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) 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 // 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. // AI_PATROL_1 based on whether the player has a certain item or not.
// @function AIObject:SetObjectID // @function AIObject:SetObjectID
// @tparam ObjID ID the new ID // @tparam Objects.ObjID ID the new ID
// @usage // @usage
// aiObj = TEN.Objects.GetMoveableByName("ai_guard_sphinx_room") // aiObj = TEN.Objects.GetMoveableByName("ai_guard_sphinx_room")
// aiObj:SetObjectID(TEN.Objects.ObjID.AI_PATROL1) // 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, associated getters and setters. If you do not know what to set for these,
most can just be ignored (see usage). most can just be ignored (see usage).
@function Moveable @function Moveable
@tparam ObjID object ID @tparam Objects.ObjID object ID
@tparam string name Lua name of the item @tparam string name Lua name of the item
@tparam Vec3 position position in level @tparam Vec3 position position in level
@tparam[opt] Rotation rotation rotation about x, y, and z axes (default Rotation(0, 0, 0)) @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 /// Set effect to moveable
// @function Moveable:SetEffect // @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). // @tparam float timeout time (in seconds) after which effect turns off (optional).
ScriptReserved_SetEffect, &Moveable::SetEffect, ScriptReserved_SetEffect, &Moveable::SetEffect,
@ -181,7 +181,7 @@ void Moveable::Register(sol::table & parent)
/// Get current moveable effect /// Get current moveable effect
// @function Moveable:GetEffect // @function Moveable:GetEffect
// @treturn EffectID effect type currently assigned to moveable. // @treturn Effects.EffectID effect type currently assigned to moveable.
ScriptReserved_GetEffect, & Moveable::GetEffect, ScriptReserved_GetEffect, & Moveable::GetEffect,
/// Get the status of object. /// Get the status of object.
@ -464,7 +464,7 @@ ScriptReserved_GetSlotHP, & Moveable::GetSlotHP,
/// Borrow animation from an object /// Borrow animation from an object
// @function Moveable:AnimFromObject // @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 animNumber animation from object
// @tparam int stateID state from object // @tparam int stateID state from object
ScriptReserved_AnimFromObject, &Moveable::AnimFromObject); 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. Get moveables by its slot.
@function GetMoveablesBySlot @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. @treturn table table of Moveables referencing the given slot.
*/ */
m_table_objects.set_function(ScriptReserved_GetMoveablesBySlot, &ObjectsHandler::GetMoveablesBySlot<Moveable>, this); m_table_objects.set_function(ScriptReserved_GetMoveablesBySlot, &ObjectsHandler::GetMoveablesBySlot<Moveable>, this);