diff --git a/TombEngine/Scripting/Internal/TEN/Effects/DisplaySprite/ScriptDisplaySprite.cpp b/TombEngine/Scripting/Internal/TEN/Effects/DisplaySprite/ScriptDisplaySprite.cpp index 0c0972e80..4b202324c 100644 --- a/TombEngine/Scripting/Internal/TEN/Effects/DisplaySprite/ScriptDisplaySprite.cpp +++ b/TombEngine/Scripting/Internal/TEN/Effects/DisplaySprite/ScriptDisplaySprite.cpp @@ -24,15 +24,15 @@ void ScriptDisplaySprite::Register(sol::table& parent) ScriptReserved_DisplaySpriteDraw, &ScriptDisplaySprite::Draw, - /// (int) ID of the sprite object. + /// (Objects.ObjID) ID of the sprite sequence object. //@mem ObjectID "ObjectID", &ScriptDisplaySprite::ObjectID, - /// (int) ID of the display sprite in the sprite object. + /// (int) ID of the display sprite in the sprite sequence object. //@mem SpriteID "SpriteID", &ScriptDisplaySprite::SpriteID, - /// (Vec2) Display position of the display sprite. + /// (Vec2) Display space position of the display sprite. //@mem Position "Position", &ScriptDisplaySprite::Position, @@ -58,13 +58,13 @@ void ScriptDisplaySprite::Register(sol::table& parent) } /*** -@int objectID ID of the sprite object. -@int spriteID ID of the display sprite in the sprite object. -@Vec2 pos Display position of the display sprite. +@int objectID ID of the sprite sequence object. +@int spriteID ID of the sprite in the sprite sequence object. +@Vec2 pos Display space position of the display sprite relative to the __DisplaySprite.AlignMode__ used in the __Draw()__ call. @float rot Rotation of the display sprite in degrees. -@Vec2 scale Horizontal and vertical scale of the display sprite. +@Vec2 scale Horizontal and vertical scale of the display sprite relative to the __DisplaySprite.ScaleMode__ used in the __Draw()__ call. @Color color[opt] Color of the display sprite. __Default: Color(255, 255, 255, 255)__ -@function Vec3 +@treturn DisplaySprite A DisplaySprite object. */ ScriptDisplaySprite::ScriptDisplaySprite(GAME_OBJECT_ID objectID, int spriteID, const Vec2& pos, float rot, const Vec2& scale, sol::optional color) @@ -81,7 +81,7 @@ ScriptDisplaySprite::ScriptDisplaySprite(GAME_OBJECT_ID objectID, int spriteID, /*** Draw the display sprite in display space for the current frame. @function DisplaySprite:Draw -@tparam int[opt] priority Draw priority of the sprite. Can be thought of as a layer, with higher values having higher priority. __Default: 0__ +@tparam Objects.ObjID[opt] priority Draw priority of the sprite. Can be thought of as a layer, with higher values having higher priority. __Default: 0__ @tparam DisplaySprite.AlignMode[opt] alignMode Align mode of the sprite. __Default: DisplaySprite.AlignMode.CENTER__ @tparam DisplaySprite.ScaleMode[opt] scaleMode Scale mode of the sprite. __Default: DisplaySprite.ScaleMode.FIT__ @tparam Effects.BlendID[opt] blendMode Blend mode of the sprite. __Default: Effects.BlendID.ALPHABLEND__ diff --git a/TombEngine/Scripting/Internal/TEN/Objects/Moveable/MoveableObject.cpp b/TombEngine/Scripting/Internal/TEN/Objects/Moveable/MoveableObject.cpp index bce78b3cd..de3e05c54 100644 --- a/TombEngine/Scripting/Internal/TEN/Objects/Moveable/MoveableObject.cpp +++ b/TombEngine/Scripting/Internal/TEN/Objects/Moveable/MoveableObject.cpp @@ -76,19 +76,18 @@ most can just be ignored (see usage). @tparam string name Lua name of the item @tparam Vec3 position position in level @tparam[opt] Rotation rotation rotation about x, y, and z axes (default Rotation(0, 0, 0)) - @int[opt] room room ID item is in (default: calculated automatically) + @int[opt] roomID room ID item is in (default: calculated automatically) @int[opt=0] animNumber anim number @int[opt=0] frameNumber frame number @int[opt=10] hp HP of item @int[opt=0] OCB ocb of item (default 0) - @tparam[opt] table AIBits table with AI bits (default {0,0,0,0,0,0}) + @tparam[opt] table AIBits table with AI bits (default { 0, 0, 0, 0, 0, 0 }) @treturn Moveable A new Moveable object (a wrapper around the new object) @usage local item = Moveable( TEN.Objects.ObjID.PISTOLS_ITEM, -- object id "test", -- name - Vec3(18907, 0, 21201) - ) + Vec3(18907, 0, 21201)) */ static std::unique_ptr Create( GAME_OBJECT_ID objID,