Fixed ldoc incorrectly displaying optional parameters

This commit is contained in:
Lwmte 2025-04-13 16:26:51 +02:00
parent 394e71cb2b
commit 821a4e844e
17 changed files with 134 additions and 135 deletions

View file

@ -846,7 +846,7 @@ end
function build_arg_list (names,pmods)
-- build up the string representation of the argument list,
-- using any opt and optchain modifiers if present.
-- For instance, '(a [, b])' if b is marked as optional
-- For instance, '(a, [b])' if b is marked as optional
-- with @param[opt] b
local buffer, npending = { }, 0
local function acc(x) table.insert(buffer, x) end
@ -874,9 +874,7 @@ function build_arg_list (names,pmods)
end
if i>1 then acc (', ') end
if opt then
acc('[' .. names[i])
if opt ~= true then acc('='..opt) end
acc(']')
acc('[' .. names[i] .. ']')
else
acc(names[i])
end

View file

@ -140,11 +140,11 @@
<td class="summary">Emit a shockwave, similar to that seen when a harpy projectile hits something.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitLight">EmitLight(pos[, color][, radius][, shadows][, name])</a></td>
<td class="name" ><a href="#EmitLight">EmitLight(pos, [color], [radius], [shadows], [name])</a></td>
<td class="summary">Emit dynamic light that lasts for a single frame.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitSpotLight">EmitSpotLight(pos, dir[, color][, radius][, falloff][, distance][, shadows][, name])</a></td>
<td class="name" ><a href="#EmitSpotLight">EmitSpotLight(pos, dir, [color], [radius], [falloff], [distance], [shadows], [name])</a></td>
<td class="summary">Emit dynamic directional spotlight that lasts for a single frame.</td>
</tr>
<tr>
@ -152,7 +152,7 @@
<td class="summary">Emit blood.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitAirBubble">EmitAirBubble(pos[, size][, amp])</a></td>
<td class="name" ><a href="#EmitAirBubble">EmitAirBubble(pos, [size], [amp])</a></td>
<td class="summary">Emit an air bubble in a water room.</td>
</tr>
<tr>
@ -172,7 +172,7 @@
<td class="summary">Get the wind vector for the current game frame.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitStreamer">EmitStreamer(mov, tag, pos, dir[, rot][, startColor][, endColor][, width][, life][, vel][, expRate][, rotRate][, edgeFeatherMode][, lengthFeatherMode][, blendID])</a></td>
<td class="name" ><a href="#EmitStreamer">EmitStreamer(mov, tag, pos, dir, [rot], [startColor], [endColor], [width], [life], [vel], [expRate], [rotRate], [edgeFeatherMode], [lengthFeatherMode], [blendID])</a></td>
<td class="summary">Emit an extending streamer effect.</td>
</tr>
</table>
@ -454,7 +454,7 @@ EmitAdvancedParticle(particle)</pre>
</dd>
<dt>
<a name = "EmitLight"></a>
<strong>EmitLight(pos[, color][, radius][, shadows][, name])</strong>
<strong>EmitLight(pos, [color], [radius], [shadows], [name])</strong>
</dt>
<dd>
Emit dynamic light that lasts for a single frame.
@ -471,22 +471,22 @@ EmitAdvancedParticle(particle)</pre>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
light color (default Color(255, 255, 255))
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">radius</span>
<span class="types"><span class="type">int</span></span>
measured in "clicks" or 256 world units (default 20)
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">shadows</span>
<span class="types"><span class="type">bool</span></span>
determines whether light should generate dynamic shadows for applicable moveables (default is false)
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
if provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights)
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -497,7 +497,7 @@ EmitAdvancedParticle(particle)</pre>
</dd>
<dt>
<a name = "EmitSpotLight"></a>
<strong>EmitSpotLight(pos, dir[, color][, radius][, falloff][, distance][, shadows][, name])</strong>
<strong>EmitSpotLight(pos, dir, [color], [radius], [falloff], [distance], [shadows], [name])</strong>
</dt>
<dd>
Emit dynamic directional spotlight that lasts for a single frame.
@ -518,32 +518,32 @@ EmitAdvancedParticle(particle)</pre>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
(default Color(255, 255, 255))
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">radius</span>
<span class="types"><span class="type">int</span></span>
overall radius at the endpoint of a light cone, measured in "clicks" or 256 world units (default 10)
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">falloff</span>
<span class="types"><span class="type">int</span></span>
radius, at which light starts to fade out, measured in "clicks" (default 5)
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">distance</span>
<span class="types"><span class="type">int</span></span>
distance, at which light cone fades out, measured in "clicks" (default 20)
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">shadows</span>
<span class="types"><span class="type">bool</span></span>
determines whether light should generate dynamic shadows for applicable moveables (default is false)
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
if provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights)
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -582,7 +582,7 @@ EmitAdvancedParticle(particle)</pre>
</dd>
<dt>
<a name = "EmitAirBubble"></a>
<strong>EmitAirBubble(pos[, size][, amp])</strong>
<strong>EmitAirBubble(pos, [size], [amp])</strong>
</dt>
<dd>
Emit an air bubble in a water room.
@ -598,12 +598,12 @@ EmitAdvancedParticle(particle)</pre>
<li><span class="parameter">size</span>
<span class="types"><span class="type">float</span></span>
Sprite size. <strong>Default: 32</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">amp</span>
<span class="types"><span class="type">float</span></span>
Oscillation amplitude. <strong>Default: 32</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -718,7 +718,7 @@ EmitAdvancedParticle(particle)</pre>
</dd>
<dt>
<a name = "EmitStreamer"></a>
<strong>EmitStreamer(mov, tag, pos, dir[, rot][, startColor][, endColor][, width][, life][, vel][, expRate][, rotRate][, edgeFeatherMode][, lengthFeatherMode][, blendID])</strong>
<strong>EmitStreamer(mov, tag, pos, dir, [rot], [startColor], [endColor], [width], [life], [vel], [expRate], [rotRate], [edgeFeatherMode], [lengthFeatherMode], [blendID])</strong>
</dt>
<dd>
Emit an extending streamer effect.
@ -746,57 +746,57 @@ EmitAdvancedParticle(particle)</pre>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">float</span></span>
Start rotation in degrees. <strong>Default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">startColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at the start of life. <strong>Default: Color(255, 255, 255, 255))</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">endColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at the end of life. <strong>Default: Color(0, 0, 0, 0))</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">width</span>
<span class="types"><span class="type">float</span></span>
Width in world units. <strong>Default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">life</span>
<span class="types"><span class="type">float</span></span>
Lifetime in seconds. <strong>Default: 1</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">vel</span>
<span class="types"><span class="type">float</span></span>
Movement velocity in world units per second. <strong>Default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">expRate</span>
<span class="types"><span class="type">float</span></span>
Width expansion rate in world units per second. <strong>Default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">rotRate</span>
<span class="types"><span class="type">float</span></span>
Rotation rate in degrees per second. <strong>Default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">edgeFeatherMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.StreamerFeatherMode.html#">StreamerFeatherMode</a></span>
Edge feather mode. <strong>Default: Effects.StreamerFeatherMode.NONE</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">lengthFeatherMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.StreamerFeatherMode.html#">StreamerFeatherMode</a></span>
Length feather mode. <strong>UNIMPLEMENTED, currently will always leave a fading tail</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">blendID</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Renderer blend ID. <strong>Default: Effects.BlendID.ALPHA_BLEND</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -831,127 +831,127 @@ EmitAdvancedParticle(particle)</pre>
<li><span class="parameter">spriteSeqID</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
Sprite sequence slot ID. <strong>default: Objects.ObjID.DEFAULT_SPRITES</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">spriteID</span>
<span class="types"><span class="type">int</span></span>
Sprite ID in the sprite sequence slot. <strong>default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">life</span>
<span class="types"><span class="type">float</span></span>
Lifespan in seconds. <strong>default: 2</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">maxYVel</span>
<span class="types"><span class="type">float</span></span>
Maximum vertical velocity in world units per second. <strong>default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">gravity</span>
<span class="types"><span class="type">float</span></span>
Effect of gravity in world units per second. Positive value ascend, negative value descend. <strong>default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">friction</span>
<span class="types"><span class="type">float</span></span>
Friction affecting velocity over time in world units per second. <strong>default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">startRot</span>
<span class="types"><span class="type">float</span></span>
Rotation at start of life. <strong>default: random</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">rotVel</span>
<span class="types"><span class="type">float</span></span>
Rotational velocity in degrees per second. <strong>default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">startSize</span>
<span class="types"><span class="type">float</span></span>
Size at start of life. <strong>default: 10</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">endSize</span>
<span class="types"><span class="type">float</span></span>
Size at end of life. <strong>default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">startColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at start of life. <strong>default: Color(255, 255, 255)</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">endColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at end of life. Note that this will finish long before the end of life due to internal math. <strong>default: Color(255, 255, 255)</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">blendMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Render blend mode. <strong>default: TEN.Effects.BlendID.ALPHA_BLEND</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">damage</span>
<span class="types"><span class="type">bool</span></span>
Harm the player on collision. <strong>default: false</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">poison</span>
<span class="types"><span class="type">bool</span></span>
Poison the player on collision. <strong>default: false</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">burn</span>
<span class="types"><span class="type">bool</span></span>
Burn the player on collision. <strong>default: false</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">wind</span>
<span class="types"><span class="type">bool</span></span>
Affect position by wind in outside rooms. <strong>default: false</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">damageHit</span>
<span class="types"><span class="type">int</span></span>
Player damage amount on collision. <strong>default: 2</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">light</span>
<span class="types"><span class="type">bool</span></span>
Emit a colored light. CAUTION: Recommended only for a single particle. Too many particles with lights can overwhelm the lighting system. <strong>default: false</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">lightRadius</span>
<span class="types"><span class="type">int</span></span>
Light radius in 1/4 blocks. <strong>default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">lightFlicker</span>
<span class="types"><span class="type">int</span></span>
Interval at which the light should flicker. <strong>default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">soundID</span>
<span class="types"><span class="type">int</span></span>
Sound ID to play. CAUTION: Recommended only for a single particle. Too many particles with sounds can overwhelm the sound system. <strong>default: none</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">animated</span>
<span class="types"><span class="type">bool</span></span>
Play animates sprite sequence. <strong>default: false</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">animType</span>
<span class="types"><a class="type" href="../4 enums/Effects.ParticleAnimationType.html#">ParticleAnimationType</a></span>
Animation type of the sprite sequence. <strong>default: TEN.Effects.ParticleAnimationType.LOOP</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">frameRate</span>
<span class="types"><span class="type">float</span></span>
Sprite sequence animation framerate. <strong>default: 1</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>

View file

@ -175,7 +175,7 @@ scripts too.</p>
<td class="summary">Returns the level that the game control is running in that moment.</td>
</tr>
<tr>
<td class="name" ><a href="#EndLevel">EndLevel([index][, startPos])</a></td>
<td class="name" ><a href="#EndLevel">EndLevel([index], [startPos])</a></td>
<td class="summary">Finishes the current level, with optional level index and start position index provided.</td>
</tr>
<tr>
@ -570,7 +570,7 @@ have an ID of 0, the second an ID of 1, and so on.
</dd>
<dt>
<a name = "EndLevel"></a>
<strong>EndLevel([index][, startPos])</strong>
<strong>EndLevel([index], [startPos])</strong>
</dt>
<dd>
Finishes the current level, with optional level index and start position index provided.
@ -585,12 +585,12 @@ teleported to such object with OCB similar to provided second argument.
<li><span class="parameter">index</span>
<span class="types"><span class="type">int</span></span>
level index (default 0)
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">startPos</span>
<span class="types"><span class="type">int</span></span>
player start position (default 0)
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -959,7 +959,7 @@ Must be an integer value (0 means no secrets).
<li><span class="parameter">index</span>
<span class="types"><span class="type">int</span></span>
Flipmap group ID to check. If no group specified or group is -1, function returns overall flipmap status (on or off).
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>

View file

@ -124,7 +124,7 @@
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Vibrate">Vibrate(strength, time)</a></td>
<td class="name" ><a href="#Vibrate">Vibrate(strength, [time])</a></td>
<td class="summary">Vibrate the game controller if the function is available and the setting is on.</td>
</tr>
<tr>
@ -162,7 +162,7 @@
<dl class="function">
<dt>
<a name = "Vibrate"></a>
<strong>Vibrate(strength, time)</strong>
<strong>Vibrate(strength, [time])</strong>
</dt>
<dd>
Vibrate the game controller if the function is available and the setting is on.
@ -177,7 +177,8 @@
</li>
<li><span class="parameter">time</span>
<span class="types"><span class="type">float</span></span>
<strong>(default 0.3)</strong> Vibration time in seconds.
Vibration time in seconds.
<em>Default: 0.3.</em>
</li>
</ul>

View file

@ -124,11 +124,11 @@
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#GiveItem">GiveItem(objectID[, count][, addToPickupSummary])</a></td>
<td class="name" ><a href="#GiveItem">GiveItem(objectID, [count], [addToPickupSummary])</a></td>
<td class="summary">Add an item to the player's inventory.</td>
</tr>
<tr>
<td class="name" ><a href="#TakeItem">TakeItem(Object[, count])</a></td>
<td class="name" ><a href="#TakeItem">TakeItem(Object, [count])</a></td>
<td class="summary">Remove an item from the player's inventory.</td>
</tr>
<tr>
@ -162,7 +162,7 @@
<dl class="function">
<dt>
<a name = "GiveItem"></a>
<strong>GiveItem(objectID[, count][, addToPickupSummary])</strong>
<strong>GiveItem(objectID, [count], [addToPickupSummary])</strong>
</dt>
<dd>
Add an item to the player's inventory.
@ -178,12 +178,12 @@
<li><span class="parameter">count</span>
<span class="types"><span class="type">int</span></span>
The amount of items to add. Default is the yield from a single pickup, e.g. 1 from a medipack, 12 from a flare pack.
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">addToPickupSummary</span>
<span class="types"><span class="type">bool</span></span>
If true, display the item in the pickup summary. Default is false.
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -194,7 +194,7 @@
</dd>
<dt>
<a name = "TakeItem"></a>
<strong>TakeItem(Object[, count])</strong>
<strong>TakeItem(Object, [count])</strong>
</dt>
<dd>
Remove an item from the player's inventory.
@ -210,7 +210,7 @@
<li><span class="parameter">count</span>
<span class="types"><span class="type">int</span></span>
The amount of items to remove. Default is the yield from a single pickup, e.g. 1 from a medipack, 12 from a flare pack.
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>

View file

@ -144,7 +144,7 @@
<td class="summary">Get current loudness level for specified track type.</td>
</tr>
<tr>
<td class="name" ><a href="#PlaySound">PlaySound(soundID[, position])</a></td>
<td class="name" ><a href="#PlaySound">PlaySound(soundID, [position])</a></td>
<td class="summary">Play sound effect.</td>
</tr>
<tr>
@ -291,7 +291,7 @@
</dd>
<dt>
<a name = "PlaySound"></a>
<strong>PlaySound(soundID[, position])</strong>
<strong>PlaySound(soundID, [position])</strong>
</dt>
<dd>
Play sound effect.
@ -307,7 +307,7 @@
<li><span class="parameter">position</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
The 3D position of the sound, i.e. where the sound "comes from". If not given, the sound will not be positional.
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>

View file

@ -152,7 +152,7 @@
<td class="summary">Pick a static mesh by the given display position.</td>
</tr>
<tr>
<td class="name" ><a href="#PrintLog">PrintLog(message, logLevel[, allowSpam])</a></td>
<td class="name" ><a href="#PrintLog">PrintLog(message, logLevel, [allowSpam])</a></td>
<td class="summary">Write messages within the Log file</td>
</tr>
</table>
@ -414,7 +414,7 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
</dd>
<dt>
<a name = "PrintLog"></a>
<strong>PrintLog(message, logLevel[, allowSpam])</strong>
<strong>PrintLog(message, logLevel, [allowSpam])</strong>
</dt>
<dd>
Write messages within the Log file
@ -439,7 +439,7 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
<li><span class="parameter">allowSpam</span>
<span class="types"><span class="type">bool</span></span>
true allows spamming of the message
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>

View file

@ -176,11 +176,11 @@
<td class="summary">Play a flyby sequence.</td>
</tr>
<tr>
<td class="name" ><a href="#GetFlybyPosition">GetFlybyPosition(seqID, progress[, loop])</a></td>
<td class="name" ><a href="#GetFlybyPosition">GetFlybyPosition(seqID, progress, [loop])</a></td>
<td class="summary">Get a flyby sequence's position at a specified progress point in percent.</td>
</tr>
<tr>
<td class="name" ><a href="#GetFlybyRotation">GetFlybyRotation(seqID, progress[, loop])</a></td>
<td class="name" ><a href="#GetFlybyRotation">GetFlybyRotation(seqID, progress, [loop])</a></td>
<td class="summary">Get a flyby sequence's rotation at a specified progress point in percent.</td>
</tr>
<tr>
@ -499,7 +499,7 @@
</dd>
<dt>
<a name = "GetFlybyPosition"></a>
<strong>GetFlybyPosition(seqID, progress[, loop])</strong>
<strong>GetFlybyPosition(seqID, progress, [loop])</strong>
</dt>
<dd>
Get a flyby sequence's position at a specified progress point in percent.
@ -519,7 +519,7 @@
<li><span class="parameter">loop</span>
<span class="types"><span class="type">bool</span></span>
Smooth the position near start and end points, as if the sequence is looped.
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -536,7 +536,7 @@
</dd>
<dt>
<a name = "GetFlybyRotation"></a>
<strong>GetFlybyRotation(seqID, progress[, loop])</strong>
<strong>GetFlybyRotation(seqID, progress, [loop])</strong>
</dt>
<dd>
Get a flyby sequence's rotation at a specified progress point in percent.
@ -556,7 +556,7 @@
<li><span class="parameter">loop</span>
<span class="types"><span class="type">bool</span></span>
Smooth the position near start and end points, as if the sequence is looped.
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>

View file

@ -122,7 +122,7 @@
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Probe">Probe(pos[, roomNumber])</a></td>
<td class="name" ><a href="#Probe">Probe(pos, [roomNumber])</a></td>
<td class="summary">Create a Probe at a specified world position in a room.</td>
</tr>
<tr>
@ -220,7 +220,7 @@
<dl class="function">
<dt>
<a name = "Probe"></a>
<strong>Probe(pos[, roomNumber])</strong>
<strong>Probe(pos, [roomNumber])</strong>
</dt>
<dd>
Create a Probe at a specified world position in a room.
@ -236,7 +236,7 @@
<li><span class="parameter">roomNumber</span>
<span class="types"><span class="type">int</span></span>
Room number. Must be used if probing a position in an overlapping room.
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>

View file

@ -330,7 +330,7 @@
<li><span class="parameter">Target</span>
<span class="types"><span class="type">Moveable</span></span>
If you put a moveable, the camera will look at it. Otherwise, it will look at Lara.
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>

View file

@ -229,7 +229,7 @@
<li><span class="parameter">poison</span>
<span class="types"><span class="type">int</span></span>
Poison strength. Maximum value is 128 (default 0)
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>

View file

@ -166,13 +166,13 @@
<td class="summary">Get the moveable's position</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:SetPosition">Moveable:SetPosition(position[, updateRoom])</a></td>
<td class="name" ><a href="#Moveable:SetPosition">Moveable:SetPosition(position, [updateRoom])</a></td>
<td class="summary">Set the moveable's position
If you are moving a moveable whose behaviour involves knowledge of room geometry,
(e.g.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:GetJointPosition">Moveable:GetJointPosition(jointIndex[, offset])</a></td>
<td class="name" ><a href="#Moveable:GetJointPosition">Moveable:GetJointPosition(jointIndex, [offset])</a></td>
<td class="summary">Get the moveable's joint position with an optional relative offset.</td>
</tr>
<tr>
@ -217,11 +217,11 @@
<td class="summary">Set OCB (object code bit) of the moveable</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:SetEffect">Moveable:SetEffect(effect[, timeout])</a></td>
<td class="name" ><a href="#Moveable:SetEffect">Moveable:SetEffect(effect, [timeout])</a></td>
<td class="summary">Set the effect for this moveable.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:SetCustomEffect">Moveable:SetCustomEffect(color1, color2[, timeout])</a></td>
<td class="name" ><a href="#Moveable:SetCustomEffect">Moveable:SetCustomEffect(color1, color2, [timeout])</a></td>
<td class="summary">Set custom colored burn effect to moveable</td>
</tr>
<tr>
@ -285,7 +285,7 @@
<td class="summary">Retrieve the index of the current animation.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:SetAnim">Moveable:SetAnim(index[, slot])</a></td>
<td class="name" ><a href="#Moveable:SetAnim">Moveable:SetAnim(index, [slot])</a></td>
<td class="summary">Set the object's animation to the one specified by the given index.</td>
</tr>
<tr>
@ -364,7 +364,7 @@
if it is not swapped.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:SwapMesh">Moveable:SwapMesh(index, slotIndex[, swapIndex])</a></td>
<td class="name" ><a href="#Moveable:SwapMesh">Moveable:SwapMesh(index, slotIndex, [swapIndex])</a></td>
<td class="summary">Set state of specified mesh swap of object
Use this to swap specified mesh of an object.</td>
</tr>
@ -741,7 +741,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
</dd>
<dt>
<a name = "Moveable:SetPosition"></a>
<strong>Moveable:SetPosition(position[, updateRoom])</strong>
<strong>Moveable:SetPosition(position, [updateRoom])</strong>
</dt>
<dd>
Set the moveable's position
@ -760,7 +760,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
<li><span class="parameter">updateRoom</span>
<span class="types"><span class="type">bool</span></span>
Will room changes be automatically detected? Set to false if you are using overlapping rooms (default: true)
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -771,7 +771,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
</dd>
<dt>
<a name = "Moveable:GetJointPosition"></a>
<strong>Moveable:GetJointPosition(jointIndex[, offset])</strong>
<strong>Moveable:GetJointPosition(jointIndex, [offset])</strong>
</dt>
<dd>
Get the moveable's joint position with an optional relative offset.
@ -787,7 +787,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
<li><span class="parameter">offset</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Offset relative to the joint.
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -1026,7 +1026,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
</dd>
<dt>
<a name = "Moveable:SetEffect"></a>
<strong>Moveable:SetEffect(effect[, timeout])</strong>
<strong>Moveable:SetEffect(effect, [timeout])</strong>
</dt>
<dd>
Set the effect for this moveable.
@ -1042,7 +1042,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
<li><span class="parameter">timeout</span>
<span class="types"><span class="type">float</span></span>
time (in seconds) after which effect turns off.
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -1053,7 +1053,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
</dd>
<dt>
<a name = "Moveable:SetCustomEffect"></a>
<strong>Moveable:SetCustomEffect(color1, color2[, timeout])</strong>
<strong>Moveable:SetCustomEffect(color1, color2, [timeout])</strong>
</dt>
<dd>
Set custom colored burn effect to moveable
@ -1073,7 +1073,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
<li><span class="parameter">timeout</span>
<span class="types"><span class="type">float</span></span>
Time (in seconds) after which effect turns off.
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -1423,7 +1423,7 @@ sas:SetAIBits({<span class="number">1</span>, <span class="number">0</span>, <sp
</dd>
<dt>
<a name = "Moveable:SetAnim"></a>
<strong>Moveable:SetAnim(index[, slot])</strong>
<strong>Moveable:SetAnim(index, [slot])</strong>
</dt>
<dd>
Set the object's animation to the one specified by the given index.
@ -1441,7 +1441,7 @@ sas:SetAIBits({<span class="number">1</span>, <span class="number">0</span>, <sp
<li><span class="parameter">slot</span>
<span class="types"><span class="type">int</span></span>
slot ID of the desired anim (if omitted, moveable's own slot ID is used)
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -1857,7 +1857,7 @@ sas:SetPosition(newPos, <span class="keyword">false</span>)</pre>
</dd>
<dt>
<a name = "Moveable:SwapMesh"></a>
<strong>Moveable:SwapMesh(index, slotIndex[, swapIndex])</strong>
<strong>Moveable:SwapMesh(index, slotIndex, [swapIndex])</strong>
</dt>
<dd>
Set state of specified mesh swap of object
@ -1878,7 +1878,7 @@ sas:SetPosition(newPos, <span class="keyword">false</span>)</pre>
<li><span class="parameter">swapIndex</span>
<span class="types"><span class="type">int</span></span>
index of a mesh from meshswap slot to use
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>

View file

@ -129,7 +129,7 @@ when you need to use screen-space coordinates.</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#DisplayString">DisplayString(string, Position[, scale][, color][, translated], table)</a></td>
<td class="name" ><a href="#DisplayString">DisplayString(string, Position, [scale], [color], [translated], table)</a></td>
<td class="summary">Create a DisplayString.</td>
</tr>
<tr>
@ -183,7 +183,7 @@ when you need to use screen-space coordinates.</p>
<dl class="function">
<dt>
<a name = "DisplayString"></a>
<strong>DisplayString(string, Position[, scale][, color][, translated], table)</strong>
<strong>DisplayString(string, Position, [scale], [color], [translated], table)</strong>
</dt>
<dd>
Create a DisplayString.
@ -204,18 +204,18 @@ For use in <a href="../1 modules/Strings.html#ShowString">ShowString</a> and <a
<li><span class="parameter">scale</span>
<span class="types"><span class="type">float</span></span>
size of the string, relative to the default size. <strong>Default: 1.0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
the color of the text. <strong>Default: white</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">translated</span>
<span class="types"><span class="type">bool</span></span>
If false or omitted, the input string argument will be displayed.
If true, the string argument will be the key of a translated string specified in strings.lua. <strong>Default: false</strong>.
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">table</span>
<span class="types"><a class="type" href="../4 enums/Strings.DisplayStringOption.html#">DisplayStringOption</a></span>

View file

@ -124,7 +124,7 @@
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#DisplaySprite">DisplaySprite(ID, int, pos, rot, scale[, color])</a></td>
<td class="name" ><a href="#DisplaySprite">DisplaySprite(ID, int, pos, rot, scale, [color])</a></td>
<td class="summary">Create a DisplaySprite object.</td>
</tr>
<tr>
@ -176,7 +176,7 @@
<td class="summary">Set the color of the display sprite.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:Draw">DisplaySprite:Draw([priority][, alignMode][, scaleMode][, blendMode])</a></td>
<td class="name" ><a href="#DisplaySprite:Draw">DisplaySprite:Draw([priority], [alignMode], [scaleMode], [blendMode])</a></td>
<td class="summary">Draw the display sprite in display space for the current frame.</td>
</tr>
</table>
@ -190,7 +190,7 @@
<dl class="function">
<dt>
<a name = "DisplaySprite"></a>
<strong>DisplaySprite(ID, int, pos, rot, scale[, color])</strong>
<strong>DisplaySprite(ID, int, pos, rot, scale, [color])</strong>
</dt>
<dd>
Create a DisplaySprite object. ()
@ -222,7 +222,7 @@
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color. <strong>Default: Color(255, 255, 255, 255)</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -497,7 +497,7 @@
</dd>
<dt>
<a name = "DisplaySprite:Draw"></a>
<strong>DisplaySprite:Draw([priority][, alignMode][, scaleMode][, blendMode])</strong>
<strong>DisplaySprite:Draw([priority], [alignMode], [scaleMode], [blendMode])</strong>
</dt>
<dd>
Draw the display sprite in display space for the current frame.
@ -509,22 +509,22 @@
<li><span class="parameter">priority</span>
<span class="types"><span class="type">int</span></span>
Draw priority. Can be thought of as a layer, with higher values having precedence. <strong>Default: 0</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">alignMode</span>
<span class="types"><a class="type" href="../4 enums/View.AlignMode.html#">AlignMode</a></span>
Align mode interpreting an offset from the sprite's position. <strong>Default: View.AlignMode.CENTER</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">scaleMode</span>
<span class="types"><a class="type" href="../4 enums/View.ScaleMode.html#">ScaleMode</a></span>
Scale mode interpreting the display sprite's horizontal and vertical scale. <strong>Default: View.ScaleMode.FIT</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
<li><span class="parameter">blendMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Blend mode. <strong>Default: Effects.BlendID.ALPHABLEND</strong>
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>

View file

@ -168,7 +168,7 @@ LevelFuncs.SpawnBaddy = <span class="keyword">function</span>(baddy, name, pos)
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Create">Create(name, loop, timerFormat[, ...])</a></td>
<td class="name" ><a href="#Create">Create(name, loop, timerFormat, [...])</a></td>
<td class="summary">Create (but do not start) a new event sequence.</td>
</tr>
<tr>
@ -206,7 +206,7 @@ LevelFuncs.SpawnBaddy = <span class="keyword">function</span>(baddy, name, pos)
<dl class="function">
<dt>
<a name = "Create"></a>
<strong>Create(name, loop, timerFormat[, ...])</strong>
<strong>Create(name, loop, timerFormat, [...])</strong>
</dt>
<dd>
Create (but do not start) a new event sequence.
@ -229,7 +229,7 @@ LevelFuncs.SpawnBaddy = <span class="keyword">function</span>(baddy, name, pos)
</li>
<li><span class="parameter">...</span>
a variable number of pairs of arguments - a time in seconds, followed by the function (must be defined in the LevelFuncs table) to call once the time has elapsed, followed by another duration in seconds, another function name, etc. You can specify a function either by its name as a string, or by a table with the function name as the first member, followed by its arguments (see above example).
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>

View file

@ -152,7 +152,7 @@ LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Create">Create(name, totalTime, loop, timerFormat, func[, ...])</a></td>
<td class="name" ><a href="#Create">Create(name, totalTime, loop, timerFormat, func, [...])</a></td>
<td class="summary">Create (but do not start) a new timer.</td>
</tr>
<tr>
@ -160,7 +160,7 @@ LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
<td class="summary">Get a timer by its name.</td>
</tr>
<tr>
<td class="name" ><a href="#myTimer:SetFunction">myTimer:SetFunction(func[, ...])</a></td>
<td class="name" ><a href="#myTimer:SetFunction">myTimer:SetFunction(func, [...])</a></td>
<td class="summary">Give the timer a new function and args</td>
</tr>
<tr>
@ -214,7 +214,7 @@ LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
<dl class="function">
<dt>
<a name = "Create"></a>
<strong>Create(name, totalTime, loop, timerFormat, func[, ...])</strong>
<strong>Create(name, totalTime, loop, timerFormat, func, [...])</strong>
</dt>
<dd>
Create (but do not start) a new timer. </p>
@ -267,7 +267,7 @@ LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
</li>
<li><span class="parameter">...</span>
a variable number of arguments with which the above function will be called
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>
@ -312,7 +312,7 @@ LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
</dd>
<dt>
<a name = "myTimer:SetFunction"></a>
<strong>myTimer:SetFunction(func[, ...])</strong>
<strong>myTimer:SetFunction(func, [...])</strong>
</dt>
<dd>
Give the timer a new function and args
@ -327,7 +327,7 @@ LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
</li>
<li><span class="parameter">...</span>
a variable number of arguments with which the above function will be called
(<em>optional</em>)
<em>Optional.</em>
</li>
</ul>

View file

@ -19,8 +19,8 @@ namespace TEN::Scripting::Input
{
/// Vibrate the game controller if the function is available and the setting is on.
// @function Vibrate
// @tparam float strength Vibration strength.
// @tparam float time __(default 0.3)__ Vibration time in seconds.
// @tparam float strength Vibration strength.
// @tparam[opt=0.3] float time Vibration time in seconds.
static void Vibrate(float strength, sol::optional<float> time)
{
Rumble(strength, time.value_or(0.3f), RumbleMode::Both);