Rename some of GameScriptLevel's Lua "members" to better reflect their purpose.

Add documentation that was missing.
This commit is contained in:
hispidence 2021-08-09 20:02:55 +01:00
parent 0c58e78733
commit c21f2ac829

View file

@ -15,23 +15,23 @@ void GameScriptLevel::Register(sol::state* state)
state->new_usertype<GameScriptLevel>("Level",
sol::constructors<GameScriptLevel()>(),
/// (string) todo
//@mem name
"name", &GameScriptLevel::NameStringKey,
/// (string) string key for the level's (localised) name. Corresponds to an entry in strings.lua.
//@mem nameKey
"nameKey", &GameScriptLevel::NameStringKey,
/// (string) todo
//@mem script
"script", &GameScriptLevel::ScriptFileName,
/// (string) path of the Lua file holding the level's logic script, relative to the location of the tombengine executable
//@mem scriptFile
"scriptFile", &GameScriptLevel::ScriptFileName,
/// (string) todo
//@mem fileName
"fileName", &GameScriptLevel::FileName,
/// (string) path of the compiled level file, relative to the location of the tombengine executable
//@mem levelFile
"levelFile", &GameScriptLevel::FileName,
/// (string) todo
//@mem loadScreen
"loadScreen", &GameScriptLevel::LoadScreenFileName,
/// (string) path of the level's load screen file (.png or .jpg), relative to the location of the tombengine executable
//@mem loadScreenFile
"loadScreenFile", &GameScriptLevel::LoadScreenFileName,
/// (string) todo
/// (string) initial ambient sound track to play - this is the filename of the track __without__ the .wav extension
//@mem ambientTrack
"ambientTrack", &GameScriptLevel::AmbientTrack,
@ -96,8 +96,8 @@ e.g. `myLevel.laraType = LaraType.DIVESUIT`
//@mem mirror
"mirror", &GameScriptLevel::Mirror,
/// (table of InventoryObjects) todo
//@mem mirror
/// (table of InventoryObjects) table of inventory object overrides
//@mem objects
"objects", &GameScriptLevel::InventoryObjects
);
}