mirror of
https://gitlab.com/OpenMW/openmw.git
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58 lines
2.2 KiB
Lua
58 lines
2.2 KiB
Lua
---
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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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-- @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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-- if self.type == types.Player then -- All fields and functions of `GameObject` are available.
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-- self:sendEvent("something", self.position)
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-- end
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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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-- @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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--- NPC who owns the object or `nil` (mutable).
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-- @field [parent=#self] #string ownerRecordId
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--- Faction who owns the object or `nil` (mutable).
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-- @field [parent=#self] #string ownerFactionId
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--- Rank required to be allowed to pick up the object (mutable).
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-- @field [parent=#self] #number ownerFactionRank
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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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---
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-- Allows to view and/or modify controls of an actor. All fields are mutable.
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-- @type ActorControls
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-- @field [parent=#ActorControls] #number movement +1 - move forward, -1 - move backward
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-- @field [parent=#ActorControls] #number sideMovement +1 - move right, -1 - move left
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-- @field [parent=#ActorControls] #number yawChange Turn right (radians); if negative - turn left
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-- @field [parent=#ActorControls] #number pitchChange Look down (radians); if negative - look up
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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 if 1 - activates the readied weapon/spell. For weapons, keeping at 1 will charge the attack until set to 0.
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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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-- @param #boolean v
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return nil
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