From d150a6611d99b05bb1d523e93c65e2ce6b09befe Mon Sep 17 00:00:00 2001 From: Zackhasacat Date: Fri, 3 May 2024 11:59:43 -0500 Subject: [PATCH] Minor doc changes --- docs/source/reference/lua-scripting/engine_handlers.rst | 2 +- docs/source/reference/lua-scripting/overview.rst | 3 ++- files/data/scripts/omw/input/gamepadcontrols.lua | 2 +- 3 files changed, 4 insertions(+), 3 deletions(-) diff --git a/docs/source/reference/lua-scripting/engine_handlers.rst b/docs/source/reference/lua-scripting/engine_handlers.rst index 2b5e99e6ae..ac6979a236 100644 --- a/docs/source/reference/lua-scripting/engine_handlers.rst +++ b/docs/source/reference/lua-scripting/engine_handlers.rst @@ -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 `_ changes) + | (i. e. the result of `getState `_ changes) diff --git a/docs/source/reference/lua-scripting/overview.rst b/docs/source/reference/lua-scripting/overview.rst index a9025fcf93..b889b09a9f 100644 --- a/docs/source/reference/lua-scripting/overview.rst +++ b/docs/source/reference/lua-scripting/overview.rst @@ -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 `_ to send events to global scripts - `GameObject:sendEvent `_ to send events to local scripts attached to a game object -- `types.Player.sendMenuEvent `_ to send events to menu scripts of the given player +- `types.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. diff --git a/files/data/scripts/omw/input/gamepadcontrols.lua b/files/data/scripts/omw/input/gamepadcontrols.lua index 0af17efa39..b55b806b4a 100644 --- a/files/data/scripts/omw/input/gamepadcontrols.lua +++ b/files/data/scripts/omw/input/gamepadcontrols.lua @@ -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)