Dono't use self as a type name, as it's reserved in Teal

pull/3236/head
uramer 3 months ago
parent 7f886f1840
commit 244c4b4376

@ -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

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