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Dono't use self as a type name, as it's reserved in Teal
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@ -1,7 +1,7 @@
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---
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-- `openmw.self` provides full access to the object the script is attached to.
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-- Can be used only from local scripts. All fields and function of `GameObject` are also available for `openmw.self`.
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-- @module self
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-- @module Self
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-- @extends openmw.core#GameObject
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-- @usage local self = require('openmw.self')
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-- local types = require('openmw.types')
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@ -14,18 +14,26 @@
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---
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-- Returns true if the script isActive (the object it is attached to is in an active cell).
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-- If it is not active, then `openmw.nearby` can not be used.
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-- @function [parent=#self] isActive
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-- @param self
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-- @function [parent=#Self] isActive
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-- @param Self
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-- @return #boolean
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---
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-- The object the script is attached to (readonly)
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-- @field [parent=#self] openmw.core#GameObject object
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-- @field [parent=#Self] openmw.core#GameObject object
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---
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-- Movement controls (only for actors)
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-- @field [parent=#self] #ActorControls controls
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-- @field [parent=#Self] #ActorControls controls
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---
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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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-- @field #number Slash
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-- @field #number Thrust
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---
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-- Allows to view and/or modify controls of an actor. All fields are mutable.
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@ -37,20 +45,12 @@
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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] #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 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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-- @field #number Slash
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-- @field #number Thrust
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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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-- Enables or disables standard AI (enabled by default).
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-- @function [parent=#self] enableAI
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-- @param self
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-- @function [parent=#Self] enableAI
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-- @param Self
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-- @param #boolean v
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return nil
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