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			56 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			56 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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| 
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| 
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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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| ---
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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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| 
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| 
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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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| ---
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| -- @type ATTACK_TYPE
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| -- @field #number NoAttack
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| -- @field #number Any
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| -- @field #number Chop
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| -- @field #number Slash
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| -- @field #number Thrust
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| 
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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] #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.
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| 
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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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| 
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| return nil
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