FIX: Clarify that ignore field of raycast options types are a list and not a single object

This commit is contained in:
Dave Corley 2025-04-03 03:01:17 -07:00
parent ea8369eff0
commit 586467540b

View file

@ -59,7 +59,7 @@
-- @field [parent=#nearby] #COLLISION_TYPE COLLISION_TYPE
---
-- Result of raycasing
-- Result of raycasting
-- @type RayCastingResult
-- @field [parent=#RayCastingResult] #boolean hit Is there a collision? (true/false)
-- @field [parent=#RayCastingResult] openmw.util#Vector3 hitPos Position of the collision point (nil if no collision)
@ -69,7 +69,7 @@
---
-- A table of parameters for @{#nearby.castRay}
-- @type CastRayOptions
-- @field openmw.core#GameObject ignore An object to ignore (specify here the source of the ray)
-- @field openmw.core#ObjectList ignore An array of objects to ignore (specify here the source of the ray, or other objects which should not collide)
-- @field #number collisionType Object types to work with (see @{openmw.nearby#COLLISION_TYPE})
-- @field #number radius The radius of the ray (zero by default). If not zero then castRay actually casts a sphere with given radius.
-- NOTE: currently `ignore` is not supported if `radius>0`.
@ -92,7 +92,7 @@
---
-- A table of parameters for @{#nearby.castRenderingRay} and @{#nearby.asyncCastRenderingRay}
-- @type CastRenderingRayOptions
-- @field #table ignore A list of @{openmw.core#GameObject} to ignore while doing the ray cast
-- @field openmw.core#ObjectList ignore A list of @{openmw.core#GameObject} to ignore while doing the ray cast
---
-- Cast ray from one point to another and find the first visual intersection with anything in the scene.