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Give documentation comments new tag names. Part 2 of making the documentation better.
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19 changed files with 70 additions and 60 deletions
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@ -3,10 +3,10 @@
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#include "ScriptAssert.h"
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/***
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A container for level metadata - things which aren't present in the compiled
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level file itself.
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Stores level metadata.
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These are things things which aren't present in the compiled level file itself.
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@classmod Level
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@pregameclass Level
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@pragma nostrip
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*/
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@ -19,23 +19,28 @@ void GameScriptLevel::Register(sol::state* state)
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state->new_usertype<GameScriptLevel>("Level",
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sol::constructors<GameScriptLevel()>(),
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/// (string) string key for the level's (localised) name. Corresponds to an entry in strings.lua.
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/// (string) string key for the level's (localised) name.
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// Corresponds to an entry in strings.lua.
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//@mem nameKey
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"nameKey", &GameScriptLevel::NameStringKey,
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/// (string) path of the Lua file holding the level's logic script, relative to the location of the tombengine executable
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/// (string) Level-specific Lua script file.
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// Path of the Lua file holding the level's logic script, relative to the location of the tombengine executable
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//@mem scriptFile
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"scriptFile", &GameScriptLevel::ScriptFileName,
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/// (string) path of the compiled level file, relative to the location of the tombengine executable
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/// (string) Compiled file path.
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// This path is relative to the location of the TombEngine executable.
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//@mem levelFile
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"levelFile", &GameScriptLevel::FileName,
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/// (string) path of the level's load screen file (.png or .jpg), relative to the location of the tombengine executable
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/// (string) Load screen image.
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// Path of the level's load screen file (.png or .jpg), relative to the location of the tombengine executable
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//@mem loadScreenFile
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"loadScreenFile", &GameScriptLevel::LoadScreenFileName,
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/// (string) initial ambient sound track to play - this is the filename of the track __without__ the .wav extension
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/// (string) initial ambient sound track to play.
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// This is the filename of the track __without__ the .wav extension.
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//@mem ambientTrack
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"ambientTrack", &GameScriptLevel::AmbientTrack,
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@ -43,36 +48,39 @@ void GameScriptLevel::Register(sol::state* state)
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//@mem layer1
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"layer1", &GameScriptLevel::Layer1,
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/// (@{SkyLayer}) Secondary sky layer __(not yet implemented)__
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/// (@{SkyLayer}) Secondary sky layer
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// __(not yet implemented)__
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//@mem layer2
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"layer2", &GameScriptLevel::Layer2,
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/// (@{Color}) distance fog RGB color (as seen in TR4's Desert Railroad).
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/// (@{Color}) distance fog RGB color.
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// As seen in TR4's Desert Railroad.
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// If not provided, distance fog will be black.
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//
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// __(not yet implemented)__
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//@mem fog
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"fog", &GameScriptLevel::Fog,
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/// (bool) if set to true, the horizon and sky layer will be drawn; if set to false; they won't.
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/// (bool) Draw sky layer? (default: false)
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//@mem horizon
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"horizon", &GameScriptLevel::Horizon,
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/// (bool) if true, the horizon graphic will transition smoothly to the sky layer.
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/// (bool) Enable smooth transition from horizon graphic to sky layer.
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// If set to false, there will be a black band between the two.
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//
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// __(not yet implemented)__
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//@mem colAddHorizon
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"colAddHorizon", &GameScriptLevel::ColAddHorizon,
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/// (bool) equivalent to classic TRLE's LIGHTNING setting.
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// If true, there will be a flickering lightning in the skylayer, as in the TRC Ireland levels.
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//
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/// (bool) Enable flickering lightning in the sky.
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// Equivalent to classic TRLE's LIGHTNING setting. As in the TRC Ireland levels.
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j//
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// __(thunder sounds not yet implemented)__
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//@mem storm
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"storm", &GameScriptLevel::Storm,
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/// (WeatherType) Must be one of the values WeatherType.NORMAL, WeatherType.RAIN, or WeatherType.SNOW.
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/// (WeatherType) Choose weather effect.
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// Must be one of the values `WeatherType.NORMAL`, `WeatherType.RAIN`, or `WeatherType.SNOW`.
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//
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// __(not yet implemented)__
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//@mem weather
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@ -94,12 +102,12 @@ e.g. `myLevel.laraType = LaraType.DIVESUIT`
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@mem laraType*/
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"laraType", &GameScriptLevel::LaraType,
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/// (bool) If true, an occasional screen shake effect (as seen in TRC's Sinking Submarine) will
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// happen throughout the level.
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/// (bool) Enable occasional screen shake effect.
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// As seen in TRC's Sinking Submarine.
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//@mem rumble
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"rumble", &GameScriptLevel::Rumble,
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/// (@{Mirror}) object holding the location and size of the room's mirror, if present.
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/// (@{Mirror}) Location and size of the level's mirror, if present.
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//
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// __(not yet implemented)__
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//@mem mirror
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@ -119,8 +127,8 @@ __(not yet implemented)__
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@mem UVRotate*/
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"UVRotate", sol::property(&GameScriptLevel::SetUVRotate),
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/*** (byte) The maximum draw distance, in sectors (blocks), of this particular level.
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/*** (byte) The maximum draw distance for level.
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Given in sectors (blocks).
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Must be in the range [1, 127], and equal to or less than the value passed to SetGameFarView.
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This is equivalent to TRNG's LevelFarView variable.
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@ -130,7 +138,7 @@ __(not yet implemented)__
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*/
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"farView", sol::property(&GameScriptLevel::SetLevelFarView),
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/*** (bool) If true, the player will have an unlimited oxygen supply when in water.
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/*** (bool) Enable unlimited oxygen supply when in water.
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__(not yet implemented)__
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@mem unlimitedAir
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