Regen documentation

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hispidence 2022-12-11 18:40:31 +00:00
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32 changed files with 264 additions and 260 deletions

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@ -147,19 +147,19 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">src</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
</li>
<li><span class="parameter">dest</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
</li>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
(default Color(255, 255, 255))
</li>
<li><span class="parameter">lifetime</span>
@ -209,13 +209,13 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
</li>
<li><span class="parameter">velocity</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
@ -233,15 +233,15 @@
(default 0) specifies a speed with which it will rotate (0 = no rotation, negative = anticlockwise rotation, positive = clockwise rotation).
</li>
<li><span class="parameter">startColor</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
(default Color(255, 255, 255)) color at start of life
</li>
<li><span class="parameter">endColor</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
(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
</li>
<li><span class="parameter">blendMode</span>
<span class="types"><span class="type">BlendID</span></span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
(default TEN.Effects.BlendID.ALPHABLEND) How will we blend this with its surroundings?
</li>
<li><span class="parameter">startSize</span>
@ -301,7 +301,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Origin position
</li>
<li><span class="parameter">innerRadius</span>
@ -313,7 +313,7 @@
(default 128) Initial outer radius of the shockwave circle
</li>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
(default Color(255, 255, 255))
</li>
<li><span class="parameter">lifetime</span>
@ -352,13 +352,13 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
</li>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
(default Color(255, 255, 255))
</li>
<li><span class="parameter">radius</span>
@ -384,7 +384,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
@ -412,7 +412,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
@ -440,7 +440,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
@ -494,7 +494,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
(default Color(255, 255, 255))
</li>
<li><span class="parameter">speed</span>
@ -515,7 +515,7 @@
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@ -656,7 +656,7 @@ Specify which translations in the strings table correspond to which languages.
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@ -132,7 +132,7 @@ Has no effect if the player has an infinite number of that item.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">item</span>
<span class="types"><span class="type">ObjID</span></span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
the item to be added
</li>
<li><span class="parameter">count</span>
@ -161,7 +161,7 @@ Has no effect if the player has an infinite number of the item.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">item</span>
<span class="types"><span class="type">ObjID</span></span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
the item to be removed
</li>
<li><span class="parameter">count</span>
@ -188,7 +188,7 @@ Has no effect if the player has an infinite number of the item.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">item</span>
<span class="types"><span class="type">InvID</span></span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
the ID item to check
</li>
</ul>
@ -217,7 +217,7 @@ Similar to <a href="../1 modules/Inventory.html#GiveItem">GiveItem</a> but repla
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">item</span>
<span class="types"><span class="type">InvID</span></span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
the ID of the item to be set.
</li>
<li><span class="parameter">count</span>
@ -238,7 +238,7 @@ Similar to <a href="../1 modules/Inventory.html#GiveItem">GiveItem</a> but repla
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@ -136,14 +136,14 @@
<dd>
Register a function as a callback.
Possible values for CallbackPoint:
<p>Possible values for CallbackPoint:</p>
<pre class="example">PRECONTROLPHASE <span class="comment">-- will be called immediately before OnControlPhase
</span>POSTCONTROLPHASE <span class="comment">-- will be called immediately after OnControlPhase
</span></pre>
The order in which two functions with the same CallbackPoint are called is undefined.
<p>The order in which two functions with the same CallbackPoint are called is undefined.
i.e. if you register <code>MyFunc</code> and <code>MyFunc2</code> with <code>PRECONTROLPHASE</code>, both will be called before <code>OnControlPhase</code>, but there is no guarantee whether <code>MyFunc</code> will be called before <code>MyFunc2</code>, or vice-versa.</p>
<p>Any returned value will be discarded.
<p>Any returned value will be discarded.</p>
<h3>Parameters:</h3>
@ -233,18 +233,18 @@ Will have no effect if the function was not registered as a callback
A table with level-specific data which will be saved and loaded.
This is for level-specific information that you want to store in saved games.
For example, you may have a level with a custom puzzle where Lara has
<p>For example, you may have a level with a custom puzzle where Lara has
to kill exactly seven enemies to open a door to a secret. You could use
the following line each time an enemy is killed:
the following line each time an enemy is killed:</p>
<pre class="example">LevelVars.enemiesKilled = LevelVars.enemiesKilled + <span class="number">1</span></pre>
If the player saves the level after killing three, saves, and then reloads the save
<p>If the player saves the level after killing three, saves, and then reloads the save
some time later, the values <code>3</code> will be put back into <code>LevelVars.enemiesKilled.</code></p>
<p><strong>This table is emptied when a level is finished.</strong> If the player needs to be able
to return to the level (like in the Karnak and Alexandria levels in <em>The Last Revelation</em>),
you will need to use the <a href="../1 modules/Logic.html#GameVars">GameVars</a> table, below.</p>
<p><strong>LevelVars.Engine is a reserved table used internally by TombEngine's libs. Do not modify, overwrite, or add to it.</strong>
<p><strong>LevelVars.Engine is a reserved table used internally by TombEngine's libs. Do not modify, overwrite, or add to it.</strong></p>
@ -262,17 +262,17 @@ you will need to use the <a href="../1 modules/Logic.html#GameVars">GameVars</a>
This is for information not specific to any level, but which concerns your whole
levelset or game, that you want to store in saved games.
For example, you may wish to have a final boss say a specific voice line based on
<p>For example, you may wish to have a final boss say a specific voice line based on
a choice the player made in a previous level. In the level with the choice, you could
write:
write:</p>
<pre class="example">GameVars.playerSnoopedInDrawers = <span class="keyword">true</span></pre>
And in the script file for the level with the boss, you could write:
<p>And in the script file for the level with the boss, you could write:</p>
<pre class="example"><span class="keyword">if</span> GameVars.playerSnoopedInDrawers <span class="keyword">then</span>
PlayAudioTrack(<span class="string">"how_dare_you.wav"</span>)
<span class="keyword">end</span></pre>
Unlike <a href="../1 modules/Logic.html#LevelVars">LevelVars</a>, this table will remain intact for the entirety of the game.</p>
<p>Unlike <a href="../1 modules/Logic.html#LevelVars">LevelVars</a>, this table will remain intact for the entirety of the game.</p>
<p><strong>GameVars.Engine is a reserved table used internally by TombEngine's libs. Do not modify, overwrite, or add to it.</strong>
<p><strong>GameVars.Engine is a reserved table used internally by TombEngine's libs. Do not modify, overwrite, or add to it.</strong></p>
@ -288,14 +288,14 @@ write:
<dd>
A table nested table system for level-specific functions.
This serves a few purposes: it holds the level callbacks (listed below) as well as
<p>This serves a few purposes: it holds the level callbacks (listed below) as well as
any trigger functions you might have specified. For example, if you give a trigger
a Lua name of "my_trigger" in Tomb Editor, you will have to implement it as a member
of this table:
of this table:</p>
<pre class="example">LevelFuncs.my_trigger = <span class="keyword">function</span>()
<span class="comment">-- implementation goes here
</span><span class="keyword">end</span></pre>
You can organise functions into tables within the hierarchy:
<p>You can organise functions into tables within the hierarchy:</p>
<pre class="example">LevelFuncs.enemyFuncs = {}
LevelFuncs.enemyFuncs.makeBaddyRunAway = <span class="keyword">function</span>()
@ -305,11 +305,11 @@ LevelFuncs.enemyFuncs.makeBaddyRunAway = <span class="keyword">function</span>()
LevelFuncs.enemyFuncs.makeBaddyUseMedkit = <span class="keyword">function</span>()
<span class="comment">-- implementation goes here
</span><span class="keyword">end</span></pre>
There are two special subtables which you should <strong>not</strong> overwrite:
<p>There are two special subtables which you should <strong>not</strong> overwrite:</p>
<pre class="example">LevelFuncs.Engine <span class="comment">-- this is for 'first-party' functions, i.e. ones that come with TombEngine.
</span>LevelFuncs.External <span class="comment">-- this is for 'third-party' functions. If you write a library providing LevelFuncs functions for other builders to use in their levels, put those functions in LevelFuncs.External.YourLibraryNameHere
</span></pre>
<p>
<p>The following are the level callbacks. They are optional; if your level has no special
behaviour for a particular scenario, you do not need to implement the function. For
example, if your level does not need any special initialisation when it is loaded,
@ -325,7 +325,7 @@ you can just leave out <code>LevelFuncs.OnStart</code>.</p>
<li>The control loop, in which <code>OnControlPhase</code> will be called once per frame, begins.</li>
</ol>
</p>
<h3>Fields:</h3>
@ -365,7 +365,7 @@ and provides the delta time (a float representing game time since last call) via
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@ -217,11 +217,11 @@ eyes of the creatures would be.
ID of the room where the first position is
</li>
<li><span class="parameter">pos1</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
first position
</li>
<li><span class="parameter">pos2</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
second position
</li>
</ul>
@ -461,7 +461,7 @@ eyes of the creatures would be.
ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window.
</li>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Vec3</span></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>)
</li>
@ -528,11 +528,11 @@ eyes of the creatures would be.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">posA</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
first position
</li>
<li><span class="parameter">posB</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
second position
</li>
</ul>
@ -560,11 +560,11 @@ eyes of the creatures would be.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">posA</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
first position
</li>
<li><span class="parameter">posB</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
second position
</li>
</ul>
@ -718,7 +718,7 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">action</span>
<span class="types"><span class="type">ActionID</span></span>
<span class="types"><a class="type" href="../4 enums/Misc.ActionID.html#">ActionID</a></span>
action mapping index to check
</li>
</ul>
@ -740,7 +740,7 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">action</span>
<span class="types"><span class="type">ActionID</span></span>
<span class="types"><a class="type" href="../4 enums/Misc.ActionID.html#">ActionID</a></span>
action mapping index to check
</li>
</ul>
@ -762,7 +762,7 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">action</span>
<span class="types"><span class="type">ActionID</span></span>
<span class="types"><a class="type" href="../4 enums/Misc.ActionID.html#">ActionID</a></span>
action mapping index to push
</li>
</ul>
@ -784,7 +784,7 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">action</span>
<span class="types"><span class="type">ActionID</span></span>
<span class="types"><a class="type" href="../4 enums/Misc.ActionID.html#">ActionID</a></span>
action mapping index to clear
</li>
</ul>
@ -801,7 +801,7 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
</div> <!-- id="main" -->
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@ -199,7 +199,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">slot</span>
<span class="types"><span class="type">ObjID</span></span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
the unique slot of the Moveable, e.g. <code>Objects.ObjID.ANIMATING1</code>
</li>
</ul>
@ -362,7 +362,7 @@
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@ -166,7 +166,7 @@ with a call to <a href="../1 modules/Strings.html#ShowString">ShowString</a>, or
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@ -99,7 +99,7 @@
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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@ -195,7 +195,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
RGB color
</li>
<li><span class="parameter">Min</span>
@ -226,7 +226,7 @@
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@ -120,7 +120,7 @@
Corresponds to an entry in strings.lua.
</li>
<li><span class="parameter">slot</span>
<span class="types"><span class="type">ObjID</span></span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
slot of inventory object to change
</li>
<li><span class="parameter">yOffset</span>
@ -135,15 +135,19 @@ A value of 0.5 will cause the item to render at half the size,
and a value of 2 will cause the item to render at twice the size.
</li>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">Rotation</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
rotation about x, y, and z axes
</li>
<li><span class="parameter">axis</span>
<span class="types"><span class="type">RotationAxis</span></span>
Axis to rotate about when the item is being looked at in the inventory.<br />
Note that this is entirely separate from the <code>rot</code> field described above.
Must be RotationAxis.X, RotationAxis.Y or RotationAxis.Z.
e.g. <code>myItem.rotAxisWhenCurrent = RotationAxis.X</code>
Must one of the following:</p>
<pre><code>X
Y
Z
</code></pre>
<p>e.g. <code>myItem.rotAxisWhenCurrent = RotationAxis.X</code>
</li>
<li><span class="parameter">meshBits</span>
<span class="types"><span class="type">int</span></span>
@ -179,7 +183,7 @@ EXAMINE
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@ -529,7 +529,7 @@ Must be at least 4.</p>
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@ -99,7 +99,7 @@
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@ -139,7 +139,7 @@ has an unrecoverable error, the game will close.
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</body>

View file

@ -170,7 +170,7 @@ Less is more. City of The Dead, for example, uses a speed value of 16.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
RGB color
</li>
<li><span class="parameter">speed</span>
@ -197,7 +197,7 @@ Less is more. City of The Dead, for example, uses a speed value of 16.
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-12-09 22:06:20 </i>
<i style="float:right;">Last updated 2022-12-11 18:38:45 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -155,7 +155,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
a copy of the object's position
</ol>
@ -175,7 +175,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
the new position of the object
</li>
</ul>
@ -355,7 +355,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">ID</span>
<span class="types"><span class="type">ObjID</span></span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
the new ID
</li>
</ul>
@ -377,7 +377,7 @@ aiObj:SetObjectID(TEN.Objects.ObjID.AI_PATROL1)</pre>
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-12-09 22:06:20 </i>
<i style="float:right;">Last updated 2022-12-11 18:38:45 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -137,7 +137,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
a copy of the camera's position
</ol>
@ -157,7 +157,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
the new position of the camera
</li>
</ul>
@ -261,7 +261,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-12-09 22:06:20 </i>
<i style="float:right;">Last updated 2022-12-11 18:38:45 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -107,14 +107,6 @@
<td class="summary">Get air value of Lara</td>
</tr>
<tr>
<td class="name" ><a href="#LaraObject:SetSprintEnergy">LaraObject:SetSprintEnergy(sprint)</a></td>
<td class="summary">Set sprint energy value of Lara</td>
</tr>
<tr>
<td class="name" ><a href="#LaraObject:GetSprintEnergy">LaraObject:GetSprintEnergy()</a></td>
<td class="summary">Get sprint energy value of Lara</td>
</tr>
<tr>
<td class="name" ><a href="#LaraObject:SetWet">LaraObject:SetWet(Wetness)</a></td>
<td class="summary">Set wetness value of Lara (causes dripping)</td>
</tr>
@ -123,16 +115,12 @@
<td class="summary">Get wetness value of Lara</td>
</tr>
<tr>
<td class="name" ><a href="#LaraObject:GetAmmoCount">LaraObject:GetAmmoCount()</a></td>
<td class="summary">Get current weapon's ammo count</td>
<td class="name" ><a href="#LaraObject:SetSprintEnergy">LaraObject:SetSprintEnergy(sprint)</a></td>
<td class="summary">Set sprint energy value of Lara</td>
</tr>
<tr>
<td class="name" ><a href="#LaraObject:GetVehicle">LaraObject:GetVehicle()</a></td>
<td class="summary">Get current vehicle, if it exists</td>
</tr>
<tr>
<td class="name" ><a href="#LaraObject:GetTarget">LaraObject:GetTarget()</a></td>
<td class="summary">Get current target enemy, if it exists</td>
<td class="name" ><a href="#LaraObject:GetSprintEnergy">LaraObject:GetSprintEnergy()</a></td>
<td class="summary">Get sprint energy value of Lara</td>
</tr>
<tr>
<td class="name" ><a href="#LaraObject:UndrawWeapon">LaraObject:UndrawWeapon()</a></td>
@ -154,6 +142,18 @@
<td class="name" ><a href="#LaraObject:SetWeaponType">LaraObject:SetWeaponType(weaponType, activate)</a></td>
<td class="summary">Set Lara weapon type</td>
</tr>
<tr>
<td class="name" ><a href="#LaraObject:GetAmmoCount">LaraObject:GetAmmoCount()</a></td>
<td class="summary">Get current weapon's ammo count</td>
</tr>
<tr>
<td class="name" ><a href="#LaraObject:GetVehicle">LaraObject:GetVehicle()</a></td>
<td class="summary">Get current vehicle, if it exists</td>
</tr>
<tr>
<td class="name" ><a href="#LaraObject:GetTarget">LaraObject:GetTarget()</a></td>
<td class="summary">Get current target enemy, if it exists</td>
</tr>
</table>
<br/>
@ -265,57 +265,6 @@
<pre class="example"><span class="keyword">local</span> currentAir = Lara:GetAir()</pre>
</ul>
</dd>
<dt>
<a name = "LaraObject:SetSprintEnergy"></a>
<strong>LaraObject:SetSprintEnergy(sprint)</strong>
</dt>
<dd>
Set sprint energy value of Lara
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">sprint</span>
<span class="types"><span class="type">int</span></span>
energy to give to Lara; maximum value is 120.
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Lara:SetSprintEnergy(<span class="number">120</span>)</pre>
</ul>
</dd>
<dt>
<a name = "LaraObject:GetSprintEnergy"></a>
<strong>LaraObject:GetSprintEnergy()</strong>
</dt>
<dd>
Get sprint energy value of Lara
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
current sprint value
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> sprintEnergy = Lara:GetSprintEnergy()</pre>
</ul>
</dd>
<dt>
<a name = "LaraObject:SetWet"></a>
@ -369,11 +318,37 @@
</dd>
<dt>
<a name = "LaraObject:GetAmmoCount"></a>
<strong>LaraObject:GetAmmoCount()</strong>
<a name = "LaraObject:SetSprintEnergy"></a>
<strong>LaraObject:SetSprintEnergy(sprint)</strong>
</dt>
<dd>
Get current weapon's ammo count
Set sprint energy value of Lara
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">sprint</span>
<span class="types"><span class="type">int</span></span>
energy to give to Lara; maximum value is 120.
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Lara:SetSprintEnergy(<span class="number">120</span>)</pre>
</ul>
</dd>
<dt>
<a name = "LaraObject:GetSprintEnergy"></a>
<strong>LaraObject:GetSprintEnergy()</strong>
</dt>
<dd>
Get sprint energy value of Lara
@ -382,64 +357,14 @@
<ol>
<span class="types"><span class="type">int</span></span>
current ammo count (-1 if infinite)
current sprint value
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> equippedWeaponAmmoLeft = Lara:GetAmmoCount()</pre>
</ul>
</dd>
<dt>
<a name = "LaraObject:GetVehicle"></a>
<strong>LaraObject:GetVehicle()</strong>
</dt>
<dd>
Get current vehicle, if it exists
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Moveable</span></span>
current vehicle (nil if no vehicle present)
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> vehicle = Lara:GetVehicle()</pre>
</ul>
</dd>
<dt>
<a name = "LaraObject:GetTarget"></a>
<strong>LaraObject:GetTarget()</strong>
</dt>
<dd>
Get current target enemy, if it exists
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Moveable</span></span>
current target enemy (nil if no target present)
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> target = Lara:GetTarget()</pre>
<pre class="example"><span class="keyword">local</span> sprintEnergy = Lara:GetSprintEnergy()</pre>
</ul>
</dd>
@ -576,6 +501,81 @@ ROCKETLAUNCHER
<pre class="example">Lara:SetWeaponType(LaraWeaponType.PISTOLS, <span class="keyword">false</span>)</pre>
</ul>
</dd>
<dt>
<a name = "LaraObject:GetAmmoCount"></a>
<strong>LaraObject:GetAmmoCount()</strong>
</dt>
<dd>
Get current weapon's ammo count
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
current ammo count (-1 if infinite)
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> equippedWeaponAmmoLeft = Lara:GetAmmoCount()</pre>
</ul>
</dd>
<dt>
<a name = "LaraObject:GetVehicle"></a>
<strong>LaraObject:GetVehicle()</strong>
</dt>
<dd>
Get current vehicle, if it exists
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Moveable</span></span>
current vehicle (nil if no vehicle present)
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> vehicle = Lara:GetVehicle()</pre>
</ul>
</dd>
<dt>
<a name = "LaraObject:GetTarget"></a>
<strong>LaraObject:GetTarget()</strong>
</dt>
<dd>
Get current target enemy, if it exists
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Moveable</span></span>
current target enemy (nil if no target present)
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> target = Lara:GetTarget()</pre>
</ul>
</dd>
</dl>
@ -584,7 +584,7 @@ ROCKETLAUNCHER
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-12-09 22:06:20 </i>
<i style="float:right;">Last updated 2022-12-11 18:38:45 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -363,7 +363,7 @@ most can just be ignored (see usage).
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">object</span>
<span class="types"><span class="type">ObjID</span></span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
ID
</li>
<li><span class="parameter">name</span>
@ -371,11 +371,11 @@ most can just be ignored (see usage).
Lua name of the item
</li>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
position in level
</li>
<li><span class="parameter">rotation</span>
<span class="types"><span class="type">Rotation</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
rotation about x, y, and z axes (default Rotation(0, 0, 0))
(<em>optional</em>)
</li>
@ -517,7 +517,7 @@ most can just be ignored (see usage).
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">effect</span>
<span class="types"><span class="type">EffectID</span></span>
<span class="types"><a class="type" href="../4 enums/Effects.EffectID.html#">EffectID</a></span>
Type of effect to assign.
</li>
<li><span class="parameter">timeout</span>
@ -543,11 +543,11 @@ most can just be ignored (see usage).
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">Color1</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
color the primary color of the effect (also used for lighting).
</li>
<li><span class="parameter">Color2</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
color the secondary color of the effect.
</li>
<li><span class="parameter">timeout</span>
@ -574,7 +574,7 @@ most can just be ignored (see usage).
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">EffectID</span></span>
<span class="types"><a class="type" href="../4 enums/Effects.EffectID.html#">EffectID</a></span>
effect type currently assigned to moveable.
</ol>
@ -880,7 +880,7 @@ shiva:SetObjectID(TEN.Objects.ObjID.BIGMEDI_ITEM)</pre>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">velocity</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
velocity represented as vector
</li>
</ul>
@ -905,7 +905,7 @@ shiva:SetObjectID(TEN.Objects.ObjID.BIGMEDI_ITEM)</pre>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
current object velocity
</ol>
@ -1060,7 +1060,7 @@ shiva:SetObjectID(TEN.Objects.ObjID.BIGMEDI_ITEM)</pre>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
a copy of the moveable's color
</ol>
@ -1080,7 +1080,7 @@ shiva:SetObjectID(TEN.Objects.ObjID.BIGMEDI_ITEM)</pre>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
the new color of the moveable
</li>
</ul>
@ -1388,7 +1388,7 @@ sas:SetAIBits({<span class="number">1</span>, <span class="number">0</span>, <sp
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
a copy of the moveable's position
</ol>
@ -1409,7 +1409,7 @@ sas:SetAIBits({<span class="number">1</span>, <span class="number">0</span>, <sp
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Rotation</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
a copy of the moveable's rotation
</ol>
@ -1429,7 +1429,7 @@ sas:SetAIBits({<span class="number">1</span>, <span class="number">0</span>, <sp
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rotation</span>
<span class="types"><span class="type">Rotation</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
The moveable's new rotation
</li>
</ul>
@ -1562,7 +1562,7 @@ sas:SetAIBits({<span class="number">1</span>, <span class="number">0</span>, <sp
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">ObjectID</span>
<span class="types"><span class="type">ObjID</span></span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
to take animation and stateID from,
</li>
<li><span class="parameter">animNumber</span>
@ -1593,7 +1593,7 @@ sas:SetAIBits({<span class="number">1</span>, <span class="number">0</span>, <sp
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
a copy of the moveable's position
</ol>
@ -1616,7 +1616,7 @@ sas:SetAIBits({<span class="number">1</span>, <span class="number">0</span>, <sp
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
the new position of the moveable
</li>
<li><span class="parameter">updateRoom</span>
@ -1732,7 +1732,7 @@ sas:SetPosition(destinationPosition, <span class="keyword">false</span>)</pre>
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-12-09 22:06:20 </i>
<i style="float:right;">Last updated 2022-12-11 18:38:45 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -138,7 +138,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
a copy of the sink's position
</ol>
@ -158,7 +158,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
the new position of the sink
</li>
</ul>
@ -263,7 +263,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-12-09 22:06:20 </i>
<i style="float:right;">Last updated 2022-12-11 18:38:45 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -137,7 +137,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
a copy of the sound source's position
</ol>
@ -157,7 +157,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
the new position of the sound source
</li>
</ul>
@ -261,7 +261,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-12-09 22:06:20 </i>
<i style="float:right;">Last updated 2022-12-11 18:38:45 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -279,7 +279,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
a copy of the static's position
</ol>
@ -299,7 +299,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Vec3</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
the new position of the static
</li>
</ul>
@ -322,7 +322,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Rotation</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
a copy of the static's rotation
</ol>
@ -342,7 +342,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rotation</span>
<span class="types"><span class="type">Rotation</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
the static's new rotation
</li>
</ul>
@ -495,7 +495,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
a copy of the static's color
</ol>
@ -515,7 +515,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
the new color of the static
</li>
</ul>
@ -547,7 +547,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-12-09 22:06:20 </i>
<i style="float:right;">Last updated 2022-12-11 18:38:45 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -157,7 +157,7 @@ For use in <a href="../1 modules/Strings.html#ShowString">ShowString</a> and <a
y-coordinate of top-left of string (or the center if DisplayStringOption.CENTER is given)
</li>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
the color of the text
</li>
<li><span class="parameter">translated</span>
@ -200,7 +200,7 @@ TEN.Strings.DisplayStringOption.SHADOW -- will give the text a small shadow
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
a copy of the display string's color
</ol>
@ -220,7 +220,7 @@ TEN.Strings.DisplayStringOption.SHADOW -- will give the text a small shadow
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
the new color of the display string
</li>
</ul>
@ -336,7 +336,7 @@ TEN.Strings.DisplayStringOption.SHADOW -- will give the text a small shadow
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@ -228,7 +228,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#Color">Color</a></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
A new Color object.
</ol>
@ -270,7 +270,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#Color">Color</a></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
A new Color object.
</ol>
@ -292,7 +292,7 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#Color">Color</a></span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
this color
</li>
</ul>
@ -315,7 +315,7 @@
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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@ -205,7 +205,7 @@ All values will be clamped to [-32768, 32767].</p>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#Rotation">Rotation</a></span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
A Rotation object.
</ol>
@ -227,7 +227,7 @@ All values will be clamped to [-32768, 32767].</p>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rotation</span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#Rotation">Rotation</a></span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
this rotation
</li>
</ul>
@ -250,7 +250,7 @@ All values will be clamped to [-32768, 32767].</p>
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@ -235,7 +235,7 @@ However, this function would return it as (0, 1, 1).
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#Vec3">Vec3</a></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
A Vec3 object.
</ol>
@ -255,7 +255,7 @@ However, this function would return it as (0, 1, 1).
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">Vec3</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#Vec3">Vec3</a></span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
this Vec3
</li>
</ul>
@ -278,7 +278,7 @@ However, this function would return it as (0, 1, 1).
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@ -145,7 +145,7 @@ ALPHABLEND
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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@ -141,7 +141,7 @@ CUSTOM
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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@ -152,7 +152,7 @@ STEPRIGHT
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@ -1307,7 +1307,7 @@ PC_SAVE_INV_ITEM
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@ -200,7 +200,7 @@ LevelFuncs.SpawnBaddy = <span class="keyword">function</span>(baddy, name, pos)
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">EventSequence</span></span>
<span class="types"><a class="type" href="../5 lua utility modules/EventSequence.html#">EventSequence</a></span>
The inactive sequence.
</ol>
@ -228,7 +228,7 @@ LevelFuncs.SpawnBaddy = <span class="keyword">function</span>(baddy, name, pos)
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">EventSequence</span></span>
<span class="types"><a class="type" href="../5 lua utility modules/EventSequence.html#">EventSequence</a></span>
The sequence
</ol>
@ -337,7 +337,7 @@ LevelFuncs.SpawnBaddy = <span class="keyword">function</span>(baddy, name, pos)
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@ -188,10 +188,10 @@ LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
<p> You have the option of displaying the remaining time on the clock. Timer format details:
<p>
</p>
<pre class="example"><span class="comment">-- deciseconds are 1/10th of a second
</span>
<span class="comment">-- mins:secs
@ -205,9 +205,9 @@ LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
<span class="comment">-- secs; also what is printed if you pass true instead of a table
</span><span class="keyword">local</span> myTimeFormat4 = {seconds = <span class="keyword">true</span>}</pre>
Use this sparingly; in the classics, timed challenges did not have visible countdowns. For shorter timers, the gameplay benefit from showing the remaining time might not be necessary, and could interfere with the atmosphere of the level.</p>
<p>Use this sparingly; in the classics, timed challenges did not have visible countdowns. For shorter timers, the gameplay benefit from showing the remaining time might not be necessary, and could interfere with the atmosphere of the level.</p>
<p>At any given time, only one timer can show its countdown.
<p>At any given time, only one timer can show its countdown.</p>
<h3>Parameters:</h3>
@ -241,7 +241,7 @@ LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Timer</span></span>
<span class="types"><a class="type" href="../5 lua utility modules/Timer.html#">Timer</a></span>
The timer in its paused state
</ol>
@ -269,7 +269,7 @@ LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Timer</span></span>
<span class="types"><a class="type" href="../5 lua utility modules/Timer.html#">Timer</a></span>
The timer
</ol>
@ -513,7 +513,7 @@ LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
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@ -248,7 +248,7 @@ local door = GetMoveableByName("door_type4_14")
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