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AttackType -> ATTACK_TYPE
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@ -65,7 +65,7 @@ namespace MWLua
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selfAPI["controls"] = sol::readonly_property([](SelfObject& self) { return &self.mControls; });
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selfAPI["isActive"] = [](SelfObject& self) { return &self.mIsActive; };
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selfAPI["enableAI"] = [](SelfObject& self, bool v) { self.mControls.mDisableAI = !v; };
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selfAPI["AttackTYPE"]
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selfAPI["ATTACK_TYPE"]
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= LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, MWMechanics::AttackType>(
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{ { "NoAttack", MWMechanics::AttackType::NoAttack }, { "Any", MWMechanics::AttackType::Any },
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{ "Chop", MWMechanics::AttackType::Chop }, { "Slash", MWMechanics::AttackType::Slash },
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@ -37,10 +37,10 @@
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-- @field [parent=#ActorControls] #boolean run true - run, false - walk
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-- @field [parent=#ActorControls] #boolean sneak If true - sneak
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-- @field [parent=#ActorControls] #boolean jump If true - initiate a jump
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-- @field [parent=#ActorControls] #AttackTYPE use Activates the readied weapon/spell according to a provided value. For weapons, keeping this value modified will charge the attack until set to @{#AttackTYPE.NoAttack}. If an @{#AttackTYPE} not appropriate for a currently equipped weapon provided - an appropriate @{#AttackTYPE} will be used instead.
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-- @field [parent=#ActorControls] #ATTACK_TYPE use Activates the readied weapon/spell according to a provided value. For weapons, keeping this value modified will charge the attack until set to @{#ATTACK_TYPE.NoAttack}. If an @{#ATTACK_TYPE} not appropriate for a currently equipped weapon provided - an appropriate @{#ATTACK_TYPE} will be used instead.
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---
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-- @type AttackTYPE
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-- @type ATTACK_TYPE
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-- @field #number NoAttack
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-- @field #number Any
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-- @field #number Chop
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