just_say_no_to_geode
Petr Mikheev 3 years ago
parent 1a478875f0
commit 8123e41a75

@ -79,7 +79,7 @@ namespace MWLua
return LObject(getId(target), worldView->getObjectRegistry());
});
aiPackage["sideWithTarget"] = sol::readonly_property([](const AiPackage& p) { return p.sideWithTarget(); });
aiPackage["destination"] = sol::readonly_property([](const AiPackage& p) { return p.getDestination(); });
aiPackage["destPosition"] = sol::readonly_property([](const AiPackage& p) { return p.getDestination(); });
selfAPI["_getActiveAiPackage"] = [](SelfObject& self) -> sol::optional<std::shared_ptr<AiPackage>>
{

@ -47,7 +47,7 @@ namespace MWLua
{
auto* lua = context.mLua;
sol::table api(lua->sol(), sol::create);
api["API_REVISION"] = 24;
api["API_REVISION"] = 25;
api["quit"] = [lua]()
{
Log(Debug::Warning) << "Quit requested by a Lua script.\n" << lua->debugTraceback();

@ -44,7 +44,7 @@ return {
-- @field #string type Type of the AI package.
-- @field openmw.core#GameObject target Target (usually an actor) of the AI package (can be nil).
-- @field #boolean sideWithTarget Whether to help the target in combat (true or false).
-- @field openmw.util#Vector3 position Destination point of the AI package (can be nil).
-- @field openmw.util#Vector3 destPosition Destination point of the AI package.
--- Return the currently active AI package (or `nil` if there are no AI packages).
-- @function [parent=#AI] getActivePackage

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