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Fix whitespaces
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c65444c43b
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13 changed files with 66 additions and 66 deletions
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@ -315,7 +315,7 @@ Call these functions only at load time!
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* `minetest.register_globalstep(function(dtime))`
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* Called every client environment step
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* `dtime` is the time since last execution in seconds.
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* `dtime` is the time since last execution in seconds.
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* `minetest.register_on_mods_loaded(function())`
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* Called just after mods have finished loading.
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* `minetest.register_on_shutdown(function())`
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@ -586,9 +586,9 @@ Call these functions only at load time!
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* `minetest.camera`
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* Reference to the camera object. See [`Camera`](#camera) class reference for methods.
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* `minetest.show_formspec(formname, formspec)` : returns true on success
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* Shows a formspec to the player
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* Shows a formspec to the player
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* `minetest.display_chat_message(message)` returns true on success
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* Shows a chat message to the current player.
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* Shows a chat message to the current player.
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Setting-related
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---------------
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@ -866,9 +866,9 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
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-----------------
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### Definitions
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* `minetest.get_node_def(nodename)`
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* Returns [node definition](#node-definition) table of `nodename`
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* Returns [node definition](#node-definition) table of `nodename`
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* `minetest.get_item_def(itemstring)`
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* Returns item definition table of `itemstring`
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* Returns item definition table of `itemstring`
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#### Node Definition
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@ -971,10 +971,10 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
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```lua
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{
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address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
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ip = "203.0.113.156", -- The IP address of the server.
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port = 30000, -- The port the client is connected to.
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protocol_version = 30 -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
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address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
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ip = "203.0.113.156", -- The IP address of the server.
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port = 30000, -- The port the client is connected to.
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protocol_version = 30 -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
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}
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```
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@ -3658,7 +3658,7 @@ Player Inventory lists
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* `hand`: list containing an override for the empty hand
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* Is not created automatically, use `InvRef:set_size`
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* Is only used to enhance the empty hand's tool capabilities
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Custom lists can be added and deleted with `InvRef:set_size(name, size)` like
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any other inventory.
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@ -3854,8 +3854,8 @@ vectors are written like this: `(x, y, z)`:
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* Returns a vector where the function `func` has been applied to each
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component.
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* `vector.combine(v, w, func)`:
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* Returns a vector where the function `func` has combined both components of `v` and `w`
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for each component
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* Returns a vector where the function `func` has combined both components of `v` and `w`
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for each component
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* `vector.equals(v1, v2)`:
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* Returns a boolean, `true` if the vectors are identical.
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* `vector.sort(v1, v2)`:
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@ -3873,10 +3873,10 @@ vectors are written like this: `(x, y, z)`:
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by a `vector.*` function.
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* Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
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* `vector.in_area(pos, min, max)`:
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* Returns a boolean value indicating if `pos` is inside area formed by `min` and `max`.
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* `min` and `max` are inclusive.
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* If `min` is bigger than `max` on some axis, function always returns false.
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* You can use `vector.sort` if you have two vectors and don't know which are the minimum and the maximum.
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* Returns a boolean value indicating if `pos` is inside area formed by `min` and `max`.
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* `min` and `max` are inclusive.
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* If `min` is bigger than `max` on some axis, function always returns false.
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* You can use `vector.sort` if you have two vectors and don't know which are the minimum and the maximum.
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For the following functions `x` can be either a vector or a number:
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@ -5076,12 +5076,12 @@ Callbacks:
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used for updating the entity state.
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* `on_deactivate(self, removal)`
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* Called when the object is about to get removed or unloaded.
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* `removal`: boolean indicating whether the object is about to get removed.
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Calling `object:remove()` on an active object will call this with `removal=true`.
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The mapblock the entity resides in being unloaded will call this with `removal=false`.
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* Note that this won't be called if the object hasn't been activated in the first place.
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In particular, `minetest.clear_objects({mode = "full"})` won't call this,
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whereas `minetest.clear_objects({mode = "quick"})` might call this.
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* `removal`: boolean indicating whether the object is about to get removed.
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Calling `object:remove()` on an active object will call this with `removal=true`.
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The mapblock the entity resides in being unloaded will call this with `removal=false`.
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* Note that this won't be called if the object hasn't been activated in the first place.
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In particular, `minetest.clear_objects({mode = "full"})` won't call this,
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whereas `minetest.clear_objects({mode = "quick"})` might call this.
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* `on_step(self, dtime, moveresult)`
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* Called on every server tick, after movement and collision processing.
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* `dtime`: elapsed time since last call
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@ -5723,7 +5723,7 @@ Call these functions only at load time!
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* `minetest.register_globalstep(function(dtime))`
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* Called every server step, usually interval of 0.1s.
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* `dtime` is the time since last execution in seconds.
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* `dtime` is the time since last execution in seconds.
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* `minetest.register_on_mods_loaded(function())`
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* Called after mods have finished loading and before the media is cached or the
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aliases handled.
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@ -6151,7 +6151,7 @@ Environment access
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* **Warning**: The same warning as for `minetest.get_objects_inside_radius` applies.
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Use `minetest.objects_in_area` instead to iterate only valid objects.
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* `minetest.objects_in_area(min_pos, max_pos)`
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* returns an iterator of valid objects
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* returns an iterator of valid objects
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* `minetest.set_timeofday(val)`: set time of day
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* `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
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* `minetest.get_timeofday()`: get time of day
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@ -7961,13 +7961,13 @@ child will follow movement and rotation of that bone.
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object.
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* `set_detach()`: Detaches object. No-op if object was not attached.
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* `set_bone_position([bone, position, rotation])`
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* Shorthand for `set_bone_override(bone, {position = position, rotation = rotation:apply(math.rad)})` using absolute values.
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* **Note:** Rotation is in degrees, not radians.
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* **Deprecated:** Use `set_bone_override` instead.
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* Shorthand for `set_bone_override(bone, {position = position, rotation = rotation:apply(math.rad)})` using absolute values.
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* **Note:** Rotation is in degrees, not radians.
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* **Deprecated:** Use `set_bone_override` instead.
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* `get_bone_position(bone)`: returns the previously set position and rotation of the bone
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* Shorthand for `get_bone_override(bone).position.vec, get_bone_override(bone).rotation.vec:apply(math.deg)`.
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* **Note:** Returned rotation is in degrees, not radians.
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* **Deprecated:** Use `get_bone_override` instead.
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* Shorthand for `get_bone_override(bone).position.vec, get_bone_override(bone).rotation.vec:apply(math.deg)`.
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* **Note:** Returned rotation is in degrees, not radians.
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* **Deprecated:** Use `get_bone_override` instead.
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* `set_bone_override(bone, override)`
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* `bone`: string
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* `override`: `{ position = property, rotation = property, scale = property }` or `nil`
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@ -7984,7 +7984,7 @@ child will follow movement and rotation of that bone.
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* Compatibility note: Clients prior to 5.9.0 only support absolute position and rotation.
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All values are treated as absolute and are set immediately (no interpolation).
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* `get_bone_override(bone)`: returns `override` in the above format
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* **Note:** Unlike `get_bone_position`, the returned rotation is in radians, not degrees.
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* **Note:** Unlike `get_bone_position`, the returned rotation is in radians, not degrees.
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* `get_bone_overrides()`: returns all bone overrides as table `{[bonename] = override, ...}`
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* `set_properties(object property table)`
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* `get_properties()`: returns a table of all object properties
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@ -8081,8 +8081,8 @@ child will follow movement and rotation of that bone.
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* Fifth column: subject viewed from above
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* Sixth column: subject viewed from below
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* `get_luaentity()`:
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* Returns the object's associated luaentity table, if there is one
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* Otherwise returns `nil` (e.g. for players)
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* Returns the object's associated luaentity table, if there is one
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* Otherwise returns `nil` (e.g. for players)
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* `get_entity_name()`:
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* **Deprecated**: Will be removed in a future version,
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use `:get_luaentity().name` instead.
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@ -394,7 +394,7 @@ Timestamp and node ID mappings were introduced in map format version 29.
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* `u8` `name_id_mapping_version`
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* Should be zero for map format version 29.
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* `u16` `num_name_id_mappings`
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* foreach `num_name_id_mappings`:
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* `u16` `id`
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