Minor doc changes

i-have-no-land-and-i-must-scream
Zackhasacat 8 months ago
parent a57c350c08
commit d150a6611d

@ -157,4 +157,4 @@ Engine handler is a function defined by a script, that can be called by the engi
* - onStateChanged()
- | Called whenever the current game changes
| (i. e. the result of `getState <openmw_menu.html##(getState)>`_ changes)
| (i. e. the result of `getState <openmw_menu.html##(menu).getState>`_ changes)

@ -216,6 +216,7 @@ To enter the Lua mode run one of the commands:
- ``lua player`` or ``luap`` - enter player context
- ``lua global`` or ``luag`` - enter global context
- ``lua selected`` or ``luas`` - enter local context on the selected object
- ``lua menu`` or ``luam`` - enter menu context
Script structure
================
@ -482,7 +483,7 @@ There are a few methods for sending events:
- `core.sendGlobalEvent <openmw_core.html##(sendGlobalEvent)>`_ to send events to global scripts
- `GameObject:sendEvent <openmw_core.html##(GameObject).sendEvent>`_ to send events to local scripts attached to a game object
- `types.Player.sendMenuEvent <openmw_menu.html##(Player).sendMenuEvent>`_ to send events to menu scripts of the given player
- `types.Player.sendMenuEvent <openmw_types.html##(Player).sendMenuEvent>`_ to send events to menu scripts of the given player
Events are the main way of interacting between local and global scripts.
They are not recommended for interactions between two global scripts, because in this case interfaces are more convenient.

@ -19,7 +19,7 @@ return {
return input._isGamepadCursorActive()
end,
--- Set if the gamepad cursor is active. If it is active, the left stick can move the cursor, and A will be interpreted as a mouse click.
--- Sets if the gamepad cursor is active. If it is active, the left stick can move the cursor, and A will be interpreted as a mouse click.
-- @function [parent=#GamepadControls] setGamepadCursorActive
-- @param #boolean value
setGamepadCursorActive = function(state)

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