1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-04 02:41:19 +00:00
OpenMW/files/lua_api/openmw/self.lua
2024-06-24 01:15:43 +02:00

57 lines
2.2 KiB
Lua

---
-- `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
-- @extends openmw.core#GameObject
-- @usage local self = require('openmw.self')
-- local types = require('openmw.types')
-- if self.type == types.Player then -- All fields and functions of `GameObject` are available.
-- self:sendEvent("something", self.position)
-- end
---
-- 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
-- @return #boolean
---
-- The object the script is attached to (readonly)
-- @field [parent=#self] openmw.core#GameObject object
---
-- Movement controls (only for actors)
-- @field [parent=#self] #ActorControls controls
---
-- Allows to view and/or modify controls of an actor. All fields are mutable.
-- @type ActorControls
-- @field [parent=#ActorControls] #number movement +1 - move forward, -1 - move backward
-- @field [parent=#ActorControls] #number sideMovement +1 - move right, -1 - move left
-- @field [parent=#ActorControls] #number yawChange Turn right (radians); if negative - turn left
-- @field [parent=#ActorControls] #number pitchChange Look down (radians); if negative - look up
-- @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 Swing
-- @field #number Thrust
---
-- Enables or disables standard AI (enabled by default).
-- @function [parent=#self] enableAI
-- @param self
-- @param #boolean v
return nil