From 244c4b4376eaee012e399a8c776395a13823adc8 Mon Sep 17 00:00:00 2001 From: uramer Date: Sun, 13 Oct 2024 13:27:32 +0200 Subject: [PATCH] Dono't use self as a type name, as it's reserved in Teal --- files/lua_api/openmw/self.lua | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/files/lua_api/openmw/self.lua b/files/lua_api/openmw/self.lua index c01174c1b4..4da5fa3ee9 100644 --- a/files/lua_api/openmw/self.lua +++ b/files/lua_api/openmw/self.lua @@ -1,7 +1,7 @@ --- -- `openmw.self` provides full access to the object the script is attached to. -- Can be used only from local scripts. All fields and function of `GameObject` are also available for `openmw.self`. --- @module self +-- @module Self -- @extends openmw.core#GameObject -- @usage local self = require('openmw.self') -- local types = require('openmw.types') @@ -14,18 +14,26 @@ --- -- Returns true if the script isActive (the object it is attached to is in an active cell). -- If it is not active, then `openmw.nearby` can not be used. --- @function [parent=#self] isActive --- @param self +-- @function [parent=#Self] isActive +-- @param Self -- @return #boolean --- -- The object the script is attached to (readonly) --- @field [parent=#self] openmw.core#GameObject object +-- @field [parent=#Self] openmw.core#GameObject object --- -- Movement controls (only for actors) --- @field [parent=#self] #ActorControls controls +-- @field [parent=#Self] #ActorControls controls + +--- +-- @type ATTACK_TYPE +-- @field #number NoAttack +-- @field #number Any +-- @field #number Chop +-- @field #number Slash +-- @field #number Thrust --- -- Allows to view and/or modify controls of an actor. All fields are mutable. @@ -37,20 +45,12 @@ -- @field [parent=#ActorControls] #boolean run true - run, false - walk -- @field [parent=#ActorControls] #boolean sneak If true - sneak -- @field [parent=#ActorControls] #boolean jump If true - initiate a jump --- @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. - ---- --- @type ATTACK_TYPE --- @field #number NoAttack --- @field #number Any --- @field #number Chop --- @field #number Slash --- @field #number Thrust +-- @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. --- -- Enables or disables standard AI (enabled by default). --- @function [parent=#self] enableAI --- @param self +-- @function [parent=#Self] enableAI +-- @param Self -- @param #boolean v return nil