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Changed lua enum name, tweaked docs
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@ -63,8 +63,8 @@ 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"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, int>(
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{ { "NoAttack", 0 }, { "Chop", 1 }, { "Slash", 2 }, { "Thrust", 3 } }));
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selfAPI["AttackTYPE"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, int>(
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{ { "NoAttack", 0 }, { "Attack", 1 }, { "Chop", 1 }, { "Slash", 2 }, { "Thrust", 3 } }));
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using AiPackage = MWMechanics::AiPackage;
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sol::usertype<AiPackage> aiPackage = context.mLua->sol().new_usertype<AiPackage>("AiPackage");
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@ -37,7 +37,14 @@
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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] #number use Possible values: 0 - 3. If above 0 - activates the readied weapon/spell. For weapons, keeping at a non-zero value will charge the attack until set to 0. For melee weapons on AI-disabled actors - values 1 - 3 determine an attack type: 1 - chop, 2 - slash, 3 - thrust.
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-- @field [parent=#ActorControls] #number Accepts an @{#AttackTYPE} value. 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}.
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-- @type AttackTYPE
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-- @field #number NoAttack
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-- @field #number Attack
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-- @field #number Chop
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-- @field #number Swing
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-- @field #number Thrust
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---
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-- Enables or disables standard AI (enabled by default).
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